Collision Export Error using Custom Rig
by Kuju Manila · in Artist Corner · 12/06/2006 (4:07 am) · 0 replies
Hello everyone.. now here's how it goes. i am importing an animated character with custom rig (bone setup) on it. using the old exporter (max2dts.dle) with a collision mesh on it named correctly. Col-1 (Actual collision mesh) linked to start01 and Collision-1 (dummy marker) linked to base... when it tries to export it.... 3ds max crashes. i checked the Dump file but no errors on it... after that i used the new exporter (max2dtsplus.dle) with the same setup but shows an error from the max script..
if dtsFileName != undefined then
(
if AutoCFG == true then CreateConfigFile ( getFilenamePath dtsFileName )
exportFile dtsFileName
DmpPath = ( getFilenamePath dtsFileName )
if ShowDMP == true then createDialog DMP_rollout width:640 height:480
)
)
)
The one seperated "exportFile dtsFileName". But i checked it with showtool pro works fine with collision too. The weird thing is.. we tried exporting a biped setup also with NO errors like Custom rigs do.. dunno why if someone know please tell.. another thing is when we tried to use it in our game it shows errors which i think does not affect directly for now.. here is a sample error:
game/data/Folder/shapes/chars/name.dts - Collision mesh names should start with COL or LOSCol,
Encountered 'reziser' in detail level 1
all other shape cntrlrs and bones have this error... but biped doesnt have.. can all this redness be removed? how?
I am also wondering if anyone tried to use a rigged animated character as an "item" not a "player" thats why we are trying to put collision mesh on character setup. i have read that player automatically uses its bounds as its collision mesh.... what about for character setup to be used as "item" not a "player"?
and one final thing... what would be best? to use the max2dts or the newer one which is max2dtsplus? thanks and good day to everyone
if dtsFileName != undefined then
(
if AutoCFG == true then CreateConfigFile ( getFilenamePath dtsFileName )
exportFile dtsFileName
DmpPath = ( getFilenamePath dtsFileName )
if ShowDMP == true then createDialog DMP_rollout width:640 height:480
)
)
)
The one seperated "exportFile dtsFileName". But i checked it with showtool pro works fine with collision too. The weird thing is.. we tried exporting a biped setup also with NO errors like Custom rigs do.. dunno why if someone know please tell.. another thing is when we tried to use it in our game it shows errors which i think does not affect directly for now.. here is a sample error:
game/data/Folder/shapes/chars/name.dts - Collision mesh names should start with COL or LOSCol,
Encountered 'reziser' in detail level 1
all other shape cntrlrs and bones have this error... but biped doesnt have.. can all this redness be removed? how?
I am also wondering if anyone tried to use a rigged animated character as an "item" not a "player" thats why we are trying to put collision mesh on character setup. i have read that player automatically uses its bounds as its collision mesh.... what about for character setup to be used as "item" not a "player"?
and one final thing... what would be best? to use the max2dts or the newer one which is max2dtsplus? thanks and good day to everyone