Exporting Finger animation
by Kevin Mitchell · in Artist Corner · 10/10/2009 (8:16 pm) · 12 replies
So is it impossible to export finger node into dsq animation files? I've tried editing the config to make it happen but it fails.
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#3
Kimbo Slice via Max2009 dts included
Y=Up - Its a HL2 Model from a Team Member Jared(Says Enjoy) converted for DTS
His legs were cut off in the video becuase that export was 13k tris and DTS cant handle it this model is 6k or 8K ish.
10/11/2009 (3:05 am)
Max2009 it is! Torque Export Ready with several animations some busted.Kimbo Slice via Max2009 dts included
Y=Up - Its a HL2 Model from a Team Member Jared(Says Enjoy) converted for DTS
His legs were cut off in the video becuase that export was 13k tris and DTS cant handle it this model is 6k or 8K ish.
#4
10/11/2009 (4:40 am)
@OD:Split your geometry up into groupings of no more than 10,000 Tris each...this is the limit...Per Mesh!....so, split the geometry into groups of no more than 10K....that way you can get some large poly count shapes working, ;).
#5
I've got the DTS and the DEA to export but the engine crashes... The dump shows everything as OK. I don't get it. In Torque Show the mesh is missing but the nodes are there. When i export the mesh by itself it loads the mesh.
Its editable poly
Its naming convention matches the details.
Can anyone help me?
Dump File
MAX 2009 FILE
10/31/2009 (8:45 am)
Thanks Omega, that helped a lot. I've got the DTS and the DEA to export but the engine crashes... The dump shows everything as OK. I don't get it. In Torque Show the mesh is missing but the nodes are there. When i export the mesh by itself it loads the mesh.
Its editable poly
Its naming convention matches the details.
Can anyone help me?
Dump File
MAX 2009 FILE
#6
Next I removed the added bones for the hair and he imported but his mesh still looks funny.
:/ I don't get it.
10/31/2009 (1:46 pm)
When I commented out the dsq's the model imported but its skin was deformed. Next I removed the added bones for the hair and he imported but his mesh still looks funny.
:/ I don't get it.
#7
This is going to be lengthy and yet, shorthanded. So feel free to ask questions as I underexplain the events here:
The issues with your max file are numerous..here is how I fixed the model for exporting:
1. I saved the skin ENV file and removed the skin modifier from the player mesh
2. I selected the mesh and reset it's scale and transform. I then added a normal modifier, because all of the normals were flipped. I collapsed the stack into editable mesh.
3. I rotated the biped 180 degrees to facingdirection of Y+
4. I increased the Bounds box and made it an editable mesh(this step is merely a habit of mine)
5. I scaled the model to the biped and rotated her to face the proper direction and reset the transform and scale once again
6. I added the skin modifier and added all bones except BIP01
7. I loaded the ENV file containing the rig data
8. I used my Doit panel to LODME on the mesh and then I deleted the Start01 node from the scene via the schematic view.
9. I exported and ran the model through UnMessDTS.exe
[[Even after that..I found your file to be mildly corrupted, which is not a deal breaker but it does mean reloading in max from time to time to make sure the file is in proper form.]]
I was able to export the model(with LOD) but with this remaining issue:
uv coord data lost on the player flesh(which is usually easily fixable)
Note:
The hair texture is huge and not to the power of 2. Please resize it so it it is 512x512 or lower in scale.
-I would help more right now but my woman is on me about Halloween decorations. So perhaps I can help you more on monday.
BTW: Is she supposed to be 9.5 meters tall ? (31+ feet)
10/31/2009 (3:06 pm)
Hey Kevin,This is going to be lengthy and yet, shorthanded. So feel free to ask questions as I underexplain the events here:
The issues with your max file are numerous..here is how I fixed the model for exporting:
1. I saved the skin ENV file and removed the skin modifier from the player mesh
2. I selected the mesh and reset it's scale and transform. I then added a normal modifier, because all of the normals were flipped. I collapsed the stack into editable mesh.
3. I rotated the biped 180 degrees to facingdirection of Y+
4. I increased the Bounds box and made it an editable mesh(this step is merely a habit of mine)
5. I scaled the model to the biped and rotated her to face the proper direction and reset the transform and scale once again
6. I added the skin modifier and added all bones except BIP01
7. I loaded the ENV file containing the rig data
8. I used my Doit panel to LODME on the mesh and then I deleted the Start01 node from the scene via the schematic view.
9. I exported and ran the model through UnMessDTS.exe
[[Even after that..I found your file to be mildly corrupted, which is not a deal breaker but it does mean reloading in max from time to time to make sure the file is in proper form.]]
I was able to export the model(with LOD) but with this remaining issue:
uv coord data lost on the player flesh(which is usually easily fixable)
Note:
The hair texture is huge and not to the power of 2. Please resize it so it it is 512x512 or lower in scale.
-I would help more right now but my woman is on me about Halloween decorations. So perhaps I can help you more on monday.
BTW: Is she supposed to be 9.5 meters tall ? (31+ feet)
#8
10/31/2009 (3:24 pm)
Thanks for the tips let me try this. Didn't think about 60% of the stuff you named. There's so much about exporting procedures i don't know. As for the scale/size of the character I matched the orc max file. I noticed the characters are about one block in size when looking from the front view so that's 9 max units. I don't know how to set it for Torque Meters/Feet. Let me try this and ill post my results.
#9
1 unit in torque equals approx. 1 meter in the engine (as a default scaling). So the Orc is nearly 2.4 meters/units. You may want your characters the same height or smaller. I am sure you can sort the math on that. ;)
gl
11/02/2009 (10:33 pm)
go to your toolbar in max and select Customize>Units setup. Select "Generic Units" and then click the System Units Setup button > Set 1 unit to equal 1 meter. This is not the only way to go about this but this way is effective.1 unit in torque equals approx. 1 meter in the engine (as a default scaling). So the Orc is nearly 2.4 meters/units. You may want your characters the same height or smaller. I am sure you can sort the math on that. ;)
gl
#10
11/02/2009 (10:59 pm)
Thanks for the scale really needed that, I'm trying to get Tori imorted I noticed when I exported him I have to make the normals backwards. But when I export the character without bones their skin exported correctly. My question is how can adding bones in invert the normals.
#11
11/03/2009 (3:08 am)
Not sure what to say there as I have never seen that before.
#12
Try adding a Normals modifier in make to your stack with a Edit Mesh on top of that. So it looks something like..
you may collapse it if you wish.
Skin
Edit mesh
Normals (flip in options)
Edit mesh
It also could be your level of detail is not set to the correct detail numbers. If Torque3d 1.1 alpha you can check out the LOD in the shape editor and use this to trouble shoot.
Other resources are everywhere on google and here:
http://www.torquepowered.com/documentation/artist
12/10/2009 (2:31 am)
"how can adding bones in invert the normals. "Try adding a Normals modifier in make to your stack with a Edit Mesh on top of that. So it looks something like..
you may collapse it if you wish.
Skin
Edit mesh
Normals (flip in options)
Edit mesh
It also could be your level of detail is not set to the correct detail numbers. If Torque3d 1.1 alpha you can check out the LOD in the shape editor and use this to trouble shoot.
Other resources are everywhere on google and here:
http://www.torquepowered.com/documentation/artist
Associate OmegaDog
If you don't use max then maybe I can just send the biped schematic view.