Game Development Community

Set-up Machine for Maya

by Temasek Polytechnic · in Torque Game Engine · 08/06/2006 (7:34 pm) · 2 replies

Has anyone used the Set-up Machine for your characters and imported it into Torque?

I created a foal with the set-up machine and it could be exported and loaded in the ShowTool with no problems. But when i load it up in Torque, it crashes.
This is what i got at the last line of the console.log:
Loading compiled script zooIQDemo/data/shapes/testFoal/foal.cs.

And this is my /testFoal/foal.cs file:
datablock TSShapeConstructor(FoalTestDts)
{
	baseShape = "./foal.dts";
	sequence0 = "./foal_test.dsq root";
};

And this is my main foal.cs file (server/foal.cs):
exec("~/data/shapes/testFoal/foal.cs");

datablock PlayerData(TestFoal : PlayerShape)
{
	shapeFile = "~/data/shapes/testFoal/foal.dts";
	emap = true;
	runForce = 100;
};

function AIPlayer::createTestFoal(%point)
{
	%obj = new AIPlayer()
	{
		datablock = TestFoal;
	};
	MissionCleanup.add(%obj);
	%obj.setScale("1 1 1");
	%obj.setTransform(%point SPC "0 0 1 3.14");
	//%obj.moveToMarker(%obj.markerCount);
}

I've gone through the code a hundred times and i don't see anything wrong with it.
I suspect that Torque can't "join" the dsq files to the dts somehow.
And when i view the nodes in the ShowTool, it is all over the place:
h1.ripway.com/rajjie/Game/foal_nodes.gif
That is why i suspect the Set-up Machine cannot be used for Torque, or can it?

#1
08/06/2006 (8:49 pm)
Never used Set-up Machine seen the rig before just looking at the screen cap looks like you exported the hole rig or the bones are **&(* up a ton.....better off making your own rig with less bones.
#2
08/19/2006 (6:39 pm)
I've seen an engine crash when a rig had too many extrainious nodes in it. Looking at the screen shot, this is likely the problem.

You can try using a dtsScene.cfg file to force the exporter to ignore the extra nodes.