[Maya 2008 DTS exporter] [Animated Double Mesh Problem]
by Furok · in Torque Game Engine · 09/24/2013 (9:55 am) · 1 replies
Hi there.
I was export static DTS with LODs thousand times, but when I try to do it with animation - ALL my animated meshes in Torque has their own CLONE.
Look at scene stucture before exporting.
[IMG]http://my.jetscreenshot.com/6480/m_20130924-bdvr-86kb.jpg[/IMG]
We have bones with animation. All 3 meshes are skinned. Anim NODE have standart prefs.
Everything is exporting fine. I heve right name of animation, right length, working materials, BUT!
I have static CLONE of every mesh.
Example:
LOD300
ThrowingKinfe300(animated)
ThrowingKinfe300(static)
LOD100
ThrowingKinfe100(animated)
ThrowingKinfe100(static)
LOD 10
ThrowingKinfe10(animated)
ThrowingKinfe10(static)
I was try to change every settings of animtion node, structure of scene, names etc.
Vainly.
Please give me an idea where the reason of dublicating mesh!
Thanx.
I was export static DTS with LODs thousand times, but when I try to do it with animation - ALL my animated meshes in Torque has their own CLONE.
Look at scene stucture before exporting.
[IMG]http://my.jetscreenshot.com/6480/m_20130924-bdvr-86kb.jpg[/IMG]
We have bones with animation. All 3 meshes are skinned. Anim NODE have standart prefs.
Everything is exporting fine. I heve right name of animation, right length, working materials, BUT!
I have static CLONE of every mesh.
Example:
LOD300
ThrowingKinfe300(animated)
ThrowingKinfe300(static)
LOD100
ThrowingKinfe100(animated)
ThrowingKinfe100(static)
LOD 10
ThrowingKinfe10(animated)
ThrowingKinfe10(static)
I was try to change every settings of animtion node, structure of scene, names etc.
Vainly.
Please give me an idea where the reason of dublicating mesh!
Thanx.
Furok
When skinned meshes outside hierarchy dublicating is gone.
Sequence node also must be outside.