Extra Character on Export
by Britt Scott · in Torque Game Engine · 12/11/2006 (1:42 pm) · 7 replies
I'm using 3ds Max 8 and the Dark Industries exporter. I have 3 LODs for my character. The LODs snap just fine in Showtool Pro. But when i export it with an animation, all the animations work, but there is a "skin posed" mesh that is with it. The "skin posed" mesh changes LOD whenever I change the LOD of the animated mesh. I checked to make sure everything was unfroze and unhidden. I didn't see any other meshs. I checked the hierarchy and everything looked right. Any suggestions or hints? Thanks.
About the author
Attended Brown College in Mendota Heights, MN for Game Design and Development. Projects include the Mech Starter Kit and the Battle Frog. Currently working toward a game design career.
#2
Begin reading config file "D:\Program Files\Autodesk\3dsMax8\scenes\dtsScene.cfg".
End reading config file.
First pass: enumerate scene...
Second pass: put shape structure together...
Third pass: Collapsing unneeded nodes...
Adding object state to 3 detail level(s) of mesh "Box".
Adding frame.
Object is visible.
Add default node states...
Adding node rotation at time 0.000000 for node "base01".
rotation: x=0.00000, y=0.00000, z=1.00000, w=0.00000
---------------------------------
//edited for forum Post length
Adding 6 sequences...
Generating skin "Box128".
Vertex, bone, & weight data:
Optimizing meshes...
Optimizing mesh "Box" detail level 2.
534 verts before joining verts
531 verts after joining verts
549 faces before stripping
Using Quick, dirty, & ugly stripping method.
170 strips with average length 5.87 (range 3 to 48) and 109 reversals
Optimizing mesh "Box" detail level 64.
789 verts before joining verts
782 verts after joining verts
873 faces before stripping
Using Quick, dirty, & ugly stripping method.
203 strips with average length 7.33 (range 3 to 46) and 208 reversals
Optimizing mesh "Box" detail level 128.
1035 verts before joining verts
1024 verts after joining verts
1471 faces before stripping
Using Quick, dirty, & ugly stripping method.
144 strips with average length 14.94 (range 3 to 112) and 393 reversals
Optimizing skin mesh "Box2" detail level 2.
534 verts before joining verts
465 verts after joining verts
549 faces before stripping
Using Quick, dirty, & ugly stripping method.
143 strips with average length 6.75 (range 3 to 34) and 130 reversals
Optimizing skin mesh "Box64" detail level 64.
789 verts before joining verts
691 verts after joining verts
873 faces before stripping
Using Quick, dirty, & ugly stripping method.
164 strips with average length 8.80 (range 3 to 52) and 243 reversals
Optimizing skin mesh "Box128" detail level 128.
1035 verts before joining verts
914 verts after joining verts
1486 faces before stripping
Using Quick, dirty, & ugly stripping method.
77 strips with average length 26.92 (range 3 to 192) and 433 reversals
Shape Hierarchy:
Details:
detail128, Subtree 0, objectDetail 0, size 128
detail64, Subtree 0, objectDetail 1, size 64
detail2, Subtree 0, objectDetail 2, size 2
Subtrees:
Subtree 0
base01
start01
light0
light1
ski0
ski1
Box128
Box64
Box2 --> Object Box with following details: 128 64 2
Root_Control
Root
Spine_A
Spine_B
Spine_C
Neck
Head
eye
R_Clavicle
R_Shoulder
R_Elbow
R_Forearm
R_Forearm_twist
R_Hand
R_Finger_1_A
R_Finger_1_B
R_Finger_1_C
R_Finger_2_A
R_Finger_2_B
R_Finger_2_C
R_Thumb_A
R_Thumb_B
R_Thumb_C
mount0
L_Clavicle
L_Shoulder
L_Elbow
L_Forearm
L_Forearm_twist
L_Hand
L_Finger_1_A
L_Finger_1_B
L_Finger_1_C
L_Finger_2_A
L_Finger_2_B
L_Finger_2_C
L_Thumb_A
L_Thumb_B
L_Thumb_C
Pelvis
R_Thigh
R_Calf
R_Ankle
R_Heel
R_Ball
R_Toe
L_Thigh
L_Calf
L_Ankle
L_Heel
L_Ball
L_Toe
Pelvis_Control
R_Foot_Control
R_Foot
R_Toe_Group_Pivot
R_Heel_Pivot
R_Ankle_Pivot
R_Ankle_IK
R_Toe_Pivot
R_Toe_IK
R_Ball_IK
R_Heel_Vector
L_Foot_Control
L_Foot
L_Toe_Group_Pivot
L_Heel_Pivot
L_Ankle_Pivot
L_Ankle_IK
L_Toe_Pivot
L_Toe_IK
L_Ball_IK
L_Heel_Vector
cam
Skins:
Skin Box with following details: 128 64 2
Sequences:
0: Root
1: Run
2: Wave
3: Jump
4: Land
5: LightRecoil
Material list:
material #0: "KorqueUVWMap copy".
Warnings:
No warnings.
Errors:
No errors.
12/11/2006 (3:30 pm)
//Here's the dump fileBegin reading config file "D:\Program Files\Autodesk\3dsMax8\scenes\dtsScene.cfg".
End reading config file.
First pass: enumerate scene...
Second pass: put shape structure together...
Third pass: Collapsing unneeded nodes...
Adding object state to 3 detail level(s) of mesh "Box".
Adding frame.
Object is visible.
Add default node states...
Adding node rotation at time 0.000000 for node "base01".
rotation: x=0.00000, y=0.00000, z=1.00000, w=0.00000
---------------------------------
//edited for forum Post length
Adding 6 sequences...
Generating skin "Box128".
Vertex, bone, & weight data:
Optimizing meshes...
Optimizing mesh "Box" detail level 2.
534 verts before joining verts
531 verts after joining verts
549 faces before stripping
Using Quick, dirty, & ugly stripping method.
170 strips with average length 5.87 (range 3 to 48) and 109 reversals
Optimizing mesh "Box" detail level 64.
789 verts before joining verts
782 verts after joining verts
873 faces before stripping
Using Quick, dirty, & ugly stripping method.
203 strips with average length 7.33 (range 3 to 46) and 208 reversals
Optimizing mesh "Box" detail level 128.
1035 verts before joining verts
1024 verts after joining verts
1471 faces before stripping
Using Quick, dirty, & ugly stripping method.
144 strips with average length 14.94 (range 3 to 112) and 393 reversals
Optimizing skin mesh "Box2" detail level 2.
534 verts before joining verts
465 verts after joining verts
549 faces before stripping
Using Quick, dirty, & ugly stripping method.
143 strips with average length 6.75 (range 3 to 34) and 130 reversals
Optimizing skin mesh "Box64" detail level 64.
789 verts before joining verts
691 verts after joining verts
873 faces before stripping
Using Quick, dirty, & ugly stripping method.
164 strips with average length 8.80 (range 3 to 52) and 243 reversals
Optimizing skin mesh "Box128" detail level 128.
1035 verts before joining verts
914 verts after joining verts
1486 faces before stripping
Using Quick, dirty, & ugly stripping method.
77 strips with average length 26.92 (range 3 to 192) and 433 reversals
Shape Hierarchy:
Details:
detail128, Subtree 0, objectDetail 0, size 128
detail64, Subtree 0, objectDetail 1, size 64
detail2, Subtree 0, objectDetail 2, size 2
Subtrees:
Subtree 0
base01
start01
light0
light1
ski0
ski1
Box128
Box64
Box2 --> Object Box with following details: 128 64 2
Root_Control
Root
Spine_A
Spine_B
Spine_C
Neck
Head
eye
R_Clavicle
R_Shoulder
R_Elbow
R_Forearm
R_Forearm_twist
R_Hand
R_Finger_1_A
R_Finger_1_B
R_Finger_1_C
R_Finger_2_A
R_Finger_2_B
R_Finger_2_C
R_Thumb_A
R_Thumb_B
R_Thumb_C
mount0
L_Clavicle
L_Shoulder
L_Elbow
L_Forearm
L_Forearm_twist
L_Hand
L_Finger_1_A
L_Finger_1_B
L_Finger_1_C
L_Finger_2_A
L_Finger_2_B
L_Finger_2_C
L_Thumb_A
L_Thumb_B
L_Thumb_C
Pelvis
R_Thigh
R_Calf
R_Ankle
R_Heel
R_Ball
R_Toe
L_Thigh
L_Calf
L_Ankle
L_Heel
L_Ball
L_Toe
Pelvis_Control
R_Foot_Control
R_Foot
R_Toe_Group_Pivot
R_Heel_Pivot
R_Ankle_Pivot
R_Ankle_IK
R_Toe_Pivot
R_Toe_IK
R_Ball_IK
R_Heel_Vector
L_Foot_Control
L_Foot
L_Toe_Group_Pivot
L_Heel_Pivot
L_Ankle_Pivot
L_Ankle_IK
L_Toe_Pivot
L_Toe_IK
L_Ball_IK
L_Heel_Vector
cam
Skins:
Skin Box with following details: 128 64 2
Sequences:
0: Root
1: Run
2: Wave
3: Jump
4: Land
5: LightRecoil
Material list:
material #0: "KorqueUVWMap copy".
Warnings:
No warnings.
Errors:
No errors.
#3
12/11/2006 (3:37 pm)
I cut out pieces of the dump file to fit on the forum...hope it's enough. I did export the DTS with animations. I'm clicking the DTS. I did export with just one mesh and it still does it.
#4
Save a copy of the scene. Then remove the 64 and 128 meshes and detail markers. If you still have a second copy of the mesh its probly becuase you have a snapshot mesh. I don't think you need them with the DI exporter. Remove the snapshot. Try again.
If ya can't get it working . you can contact me msn if ya like. freeze "a-t" wekickass - dot - com . Could probly sort it out in a few min.
12/11/2006 (3:40 pm)
I would have like to see what was in the first and second pass. Do you have a snapshot in your scene?Save a copy of the scene. Then remove the 64 and 128 meshes and detail markers. If you still have a second copy of the mesh its probly becuase you have a snapshot mesh. I don't think you need them with the DI exporter. Remove the snapshot. Try again.
If ya can't get it working . you can contact me msn if ya like. freeze "a-t" wekickass - dot - com . Could probly sort it out in a few min.
#5
12/11/2006 (9:00 pm)
I only see the snapshot when I unclick the light for skin. Otherwise it still exports with an extra nonanimated mesh and the only LOD animates.
#6
12/12/2006 (12:36 pm)
UPDATE: I figured it out. My three LOD meshes were all linked in the hierarchy of 3ds Max. I believe it's because the skin modifier automatically brings the meshe in. So in other words the mesh isn't linked to anything. Thanks for all your help.
#7
12/12/2006 (12:39 pm)
I was going to say, its as if there isn't a wight map applied to one of the LOD's...
Torque Owner Freeze
WKA Games
Alot of people use the older exporter still. I have exported characters and animations with DI exporter, so it does work.