3DS Max Bip01 Quesiton
by Aviticus · in Artist Corner · 08/13/2011 (12:56 pm) · 9 replies
I've been doing a lot of researching here in the forum before making a massive effort to transfer my old animations from biped into .dsq files. I've read in a few forum posts that Bip01 data should be omitted in Torque. In an effort to gain a better understanding, I loaded an older Cubix model I'd purchased when first working with TGEA. I loaded the 3D Max scene with the rigged biped model and noticed that the Bip01 bone had animation data throughout the entire animation. When removing that transform data, the model became centered with no movement of the core region of the biped. However, in Torque's shape editor, the .dts rendition of the model has no Bip01 and the Bip01 Pelvis seems to have somehow adopted the Bip01 transform data.
To test my theory, I went into the animation in the 3DS Max scene again and delete all of the Bip01 Pelvis transform data. The animation work as it should with fully oriented positional movement, thus leading me to the question: "How is the Bip01 data being transferred to the .dts model?" All of the current .dsq animations when applied to the .dsq in Torque's shape editor appears as they do in 3DS Max, but the skeleton only shows Bip01 Pelvis. If any one has any information it would be much appreciated. The reason I'm most concerned about this issue is, because I've been animating for sometime, and all my animations currently utilize Bip01 transform data to create specific full body motion effects. Without the Bip01 data being utilized, most of my animations won't appear as they should. Thanks in advance for any help.
To test my theory, I went into the animation in the 3DS Max scene again and delete all of the Bip01 Pelvis transform data. The animation work as it should with fully oriented positional movement, thus leading me to the question: "How is the Bip01 data being transferred to the .dts model?" All of the current .dsq animations when applied to the .dsq in Torque's shape editor appears as they do in 3DS Max, but the skeleton only shows Bip01 Pelvis. If any one has any information it would be much appreciated. The reason I'm most concerned about this issue is, because I've been animating for sometime, and all my animations currently utilize Bip01 transform data to create specific full body motion effects. Without the Bip01 data being utilized, most of my animations won't appear as they should. Thanks in advance for any help.
About the author
Hi everyone, my name is Aaron Victoria. I'm a game developer and composer. I'm also 1/2 of the SilverHelm Studios, and responsible for developing Legends of Etherell: Antavia; the first installment of our MMO franchise.
#2
08/15/2011 (2:33 pm)
I think Logan's source files are in the "full template" folder iirc.
#3
Now, I'm experiencing another problem. All of my animations are showing 19 frames, as the maximum "out" setting in the shape editor. I can't even increase it. After researching the dsq it's showing only 19 frames of data. However, at the 19th frame, it's really at frame 42 in 3DS Max 2012's animation. I noticed in the parameter settings for the exporter there is a setting labelled: Animation. I was wondering if that had an affect on the animation frame structure. I even raised and lowered it and experienced the exact same results. I'm very appreciative of all your help. Thanks in advance.
08/15/2011 (11:24 pm)
Thank you guys both very much for your "reliable" assistance. You are both always very helpful, and have assisted me constantly with resolutions to my problems related to Torque art issues. After unhiding everything in the max scene while starting the animation, I noticed that the bounding box was moving along with the animation. It had somehow been linked to bip01 node in the hierarchy. Now I'm successfully importing dsq files over my dts models. Now, I'm experiencing another problem. All of my animations are showing 19 frames, as the maximum "out" setting in the shape editor. I can't even increase it. After researching the dsq it's showing only 19 frames of data. However, at the 19th frame, it's really at frame 42 in 3DS Max 2012's animation. I noticed in the parameter settings for the exporter there is a setting labelled: Animation. I was wondering if that had an affect on the animation frame structure. I even raised and lowered it and experienced the exact same results. I'm very appreciative of all your help. Thanks in advance.
#4
P.S. Thanks for being thankful! ;)
08/16/2011 (8:09 am)
Can you supply your DTS and max file ? ..It's much clearer when it's all in front of me.P.S. Thanks for being thankful! ;)
#5
Increasing the framerate number only increases the amount of sampling that the exporter does. So think of the "framerate" value as 'how many samples do I do in a second (30 frames) of time'. As such it might still only be finding X many points to look at. Try incrasing the framerate number to 30 and see what you get.
08/16/2011 (8:15 am)
To my knowledge the DTS/DSQ expoter does not simply do a frame dump. It actually samples the animation range that you tell the sequence to exist within and exports that data out. This helps keep the file sizes small and streamlined, but it can at times cause some small subtle movements on the animation to be lost, but it can also allow for some really smooth animations because you can super-sample sub-frame data too.Increasing the framerate number only increases the amount of sampling that the exporter does. So think of the "framerate" value as 'how many samples do I do in a second (30 frames) of time'. As such it might still only be finding X many points to look at. Try incrasing the framerate number to 30 and see what you get.
#6
I did notice after importing a few animations, anything less than 45 frames converted perfectly. If it is higher than 45 it's being truncated. Any other ideas would be much appreciated. Logan let me know if you'd like for me to send you a copy. It'd be nice to figure out what that "animation" parameter is used for. Thanks again.
08/16/2011 (11:11 am)
E.B. I've forwarded the content to your email. Logan, I wasn't unable to find your email on your profile. However, I did just attempt to increase the framerate as you suggested (it was already at 30fps) and I got a smoother slower animation, but it still cut off at the same max frame. I have a feeling that the animation setting on the exporter's "parameter" panel has something to do with it, but I have no idea where to find a manual or documentation on it. I even increased the frames in max to beyond the end of the animation, but it still stops the animation at the same frame.I did notice after importing a few animations, anything less than 45 frames converted perfectly. If it is higher than 45 it's being truncated. Any other ideas would be much appreciated. Logan let me know if you'd like for me to send you a copy. It'd be nice to figure out what that "animation" parameter is used for. Thanks again.
#7
08/16/2011 (2:38 pm)
I sent a reply with a link to a video to explain everything you should need to know to sort this out for you.
#8
08/16/2011 (5:40 pm)
Thanks E.B. it worked like a charm my friend. I paused for a second to check out your plug-in. Can you link me to more information on that or email me some information. It looked like you had quite a few option on there that aren't available in the export v24. Thanks again to both of you for pointing me in the right direction.
#9
Sometimes terms can be crossedWires so I find it easier with visuals and terms.
As for the extra gui..
It's a tool that compliments the DTS exporter for the TorqueART pipeline. It's called "Doit!".
Through the years of working within Torque art processes, I quickly grew tired of the repeated tasks needed to create working models for Torque. So I wrote tools for each step within several different areas of art creation & every time I wrote a new max tool for Torque use, I added it into Doit!.
- It's easy enough for newbers but powerful enough for pros. ;)
Product page: www.gameartstore.com/www/index.php?route=product/product&product_id=52
videos for most of the tools:
www.gameartstore.com/doitinfo
video for the tools added in 2.0.1:
www.youtube.com/user/EBsStuff#p/u/0/yZCC0TId8hY
08/16/2011 (6:27 pm)
I'm glad the video helped you out ;)Sometimes terms can be crossedWires so I find it easier with visuals and terms.
As for the extra gui..
It's a tool that compliments the DTS exporter for the TorqueART pipeline. It's called "Doit!".
Through the years of working within Torque art processes, I quickly grew tired of the repeated tasks needed to create working models for Torque. So I wrote tools for each step within several different areas of art creation & every time I wrote a new max tool for Torque use, I added it into Doit!.
- It's easy enough for newbers but powerful enough for pros. ;)
Product page: www.gameartstore.com/www/index.php?route=product/product&product_id=52
videos for most of the tools:
www.gameartstore.com/doitinfo
video for the tools added in 2.0.1:
www.youtube.com/user/EBsStuff#p/u/0/yZCC0TId8hY
Associate Logan Foster
perPixel Studios
With that said this causes no issues, nor does it prevent you from animating with the bip01 node (I do this all the time myself here). Essentialy what happens is that the transform data that was on the bip01 (except the goofy 90 degree offset) is applied to all of the various individual tracks that make up the biped without issue.
If you have access to Torque3D all of the default sequences I recreated all of the default animations that the player models use for the FPS in there and included CFG files too to help with the exporting process. Otherwise feel free to ask any extra questions that you might have.