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Torque3D doesn't understand skeleton bone names that have a space in them

by Kyrah Abattoir · in Torque 3D Professional · 04/14/2013 (7:41 pm) · 7 replies

I'm not sure if it's a known thing, but the 3dsmax biped doesn't use underscores anymore for bone naming, and it appears that Torque really doesn't like it.

#1
04/15/2013 (2:51 pm)
Kyrah,

Thanks for the info. I was not tracking that issue. Seems odd since no language handles blank spaces well. I will look into it. Which version of MAX are you using?

Ron
#2
04/15/2013 (4:40 pm)
3dsmax 2012
#3
04/15/2013 (6:37 pm)
Ok thanks....seems to be a similar issue to the enumeration issue brought up by the Winterleaf guys. Spaces=Bad.....good lord, coding 101.

Ron
#4
04/16/2013 (12:57 am)
It doesn't appear that max allows me to change this behavior.
#5
04/16/2013 (10:49 am)
hmmm, those pesky spaces in enums that torquescript allows....

lol
#6
04/16/2013 (1:49 pm)
@Vince
I'm fairly sure this isn't related to that.

@Kyrah
How is it naming them? T3D has always expected spaces in the node names. For instance the spine is expected to look like this:

// Resolve spine
      spineNode[0] = mShape->findNode("Bip01 Pelvis");
      spineNode[1] = mShape->findNode("Bip01 Spine");
      spineNode[2] = mShape->findNode("Bip01 Spine1");
      spineNode[3] = mShape->findNode("Bip01 Spine2");
      spineNode[4] = mShape->findNode("Bip01 Neck");
      spineNode[5] = mShape->findNode("Bip01 Head");

The bones however aren't referenced by name as I recall, I may be mistaken since it's been about 5 years or so since I last had my hands in the animation code.

2012 is also what our artists were using during 1.1/1.2 development, was there an update to just the biped recently?

#7
04/16/2013 (9:12 pm)
yes that's how they are named, but then on import, all the bones are named Bip01 and then the skeleton and animations are all messed up.