Strange export results...2 meshes in 1 .dts?
by Wayne Mackey · in Artist Corner · 09/05/2007 (5:29 pm) · 15 replies
I am using 3dsmax 9.0 and Torque DTS Exporter 1.3 by Dark
At first I had complications not being able to export at all, then realized I had to connect the biped node to the start1 node. Finally the export was successful...or at least I thought. I open up ShowTool Pro and it looks ok, until I try to load a DSQ file. The original root animation of the model is still standing there, like when I opened the DTS file. But now, I have the identical mesh with the selected DSQ animation loaded on top of the original mesh.
I loaded the model into Torque and had the same results. I was running around with a static twin of the model in the root pose on top of me. Very strange.
If anyone is familiar with the Cubix Male models, I am using the .MAX source file included with it. I loaded it up and edited the model and textures to come up with a more unique character, and this is where Ive run into the export problems. I tried exporting the original .MAX file that came with the pack, but I get the same results.
Any suggestions? Im pretty new, so Im hoping there is a simple solution or step that I am just overlooking? I've tried searching the forums and resources to no avail, although that did solve my "Missing Bones" problem.
Thanks in advance!
PS: In ShowTool Pro under the objects list, there are model I exported is listed twice (CubixStudioMale). It also lists:
Bip01 Spine
Bip01 R Thumb
Bip01 R Finger
Bip01 L Thumb
Bip01 L Finger
****UPDATE*****
I was able to get only 1 model exported instead of 2, and it loads the DSQs fine. Only problem is it still exports the Spine, thumbs, and fingers which I obviously dont want to see.
When I use QuickExport I can get the model to export and work with the DSQ files.
When I use Export DTS button below and change the Mesh # and Detail # to a number that doesnt correspond to any of the biped #s, I can get the model to export by itself, but none of the DSQ files work with it. Frustration has set in...
At first I had complications not being able to export at all, then realized I had to connect the biped node to the start1 node. Finally the export was successful...or at least I thought. I open up ShowTool Pro and it looks ok, until I try to load a DSQ file. The original root animation of the model is still standing there, like when I opened the DTS file. But now, I have the identical mesh with the selected DSQ animation loaded on top of the original mesh.
I loaded the model into Torque and had the same results. I was running around with a static twin of the model in the root pose on top of me. Very strange.
If anyone is familiar with the Cubix Male models, I am using the .MAX source file included with it. I loaded it up and edited the model and textures to come up with a more unique character, and this is where Ive run into the export problems. I tried exporting the original .MAX file that came with the pack, but I get the same results.
Any suggestions? Im pretty new, so Im hoping there is a simple solution or step that I am just overlooking? I've tried searching the forums and resources to no avail, although that did solve my "Missing Bones" problem.
Thanks in advance!
PS: In ShowTool Pro under the objects list, there are model I exported is listed twice (CubixStudioMale). It also lists:
Bip01 Spine
Bip01 R Thumb
Bip01 R Finger
Bip01 L Thumb
Bip01 L Finger
****UPDATE*****
I was able to get only 1 model exported instead of 2, and it loads the DSQs fine. Only problem is it still exports the Spine, thumbs, and fingers which I obviously dont want to see.
When I use QuickExport I can get the model to export and work with the DSQ files.
When I use Export DTS button below and change the Mesh # and Detail # to a number that doesnt correspond to any of the biped #s, I can get the model to export by itself, but none of the DSQ files work with it. Frustration has set in...
About the author
#2
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./CubixStudioMale.dts";
sequence0 = "./player_root.dsq root";
sequence1 = "./player_forward.dsq run";
sequence2 = "./player_back.dsq back";
sequence3 = "./player_side.dsq side";
sequence4 = "./player_jump.dsq jump";
sequence5 = "./player_fall.dsq fall";
sequence6 = "./player_land.dsq land";
sequence7 = "./player_standjump.dsq standjump";
sequence8 = "./player_death.dsq death1";
sequence9 = "./player_death.dsq death2";
sequence10 = "./player_death.dsq death3";
sequence11 = "./player_death.dsq death4";
sequence12 = "./player_death.dsq death5";
sequence13 = "./player_death.dsq death6";
sequence14 = "./player_death.dsq death7";
sequence15 = "./player_death.dsq death8";
sequence16 = "./player_death.dsq death9";
sequence17 = "./player_death.dsq death10";
sequence18 = "./player_death.dsq death11";
};
09/07/2007 (9:00 am)
Here is whats in the .cs file. Does the .cs file have any impact on what is show in ShowTool?datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./CubixStudioMale.dts";
sequence0 = "./player_root.dsq root";
sequence1 = "./player_forward.dsq run";
sequence2 = "./player_back.dsq back";
sequence3 = "./player_side.dsq side";
sequence4 = "./player_jump.dsq jump";
sequence5 = "./player_fall.dsq fall";
sequence6 = "./player_land.dsq land";
sequence7 = "./player_standjump.dsq standjump";
sequence8 = "./player_death.dsq death1";
sequence9 = "./player_death.dsq death2";
sequence10 = "./player_death.dsq death3";
sequence11 = "./player_death.dsq death4";
sequence12 = "./player_death.dsq death5";
sequence13 = "./player_death.dsq death6";
sequence14 = "./player_death.dsq death7";
sequence15 = "./player_death.dsq death8";
sequence16 = "./player_death.dsq death9";
sequence17 = "./player_death.dsq death10";
sequence18 = "./player_death.dsq death11";
};
#3
Here's a simple one that has been working pretty well for me (make sure it's in the same directory to where you're exporting your dts to):
AlwaysExport:
eye
cam
mount0
mount1
mount2
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Bip01 L Toe*
Bip01 R Toe*
Dummy*
09/07/2007 (1:45 pm)
Erp sorry, I meant .cfg. THIS impacts what's exported.Here's a simple one that has been working pretty well for me (make sure it's in the same directory to where you're exporting your dts to):
AlwaysExport:
eye
cam
mount0
mount1
mount2
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Bip01 L Toe*
Bip01 R Toe*
Dummy*
#4
AlwaysExport:
Unlink
mount*
light*
ski*
eye
cam
Bip01 Head
Bip01 Neck
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 L Calf
Bip01 L Clavicle
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger02
Bip01 L Thumb0
Bip01 L Thumb01
Bip01 L Thumb02
Bip01 L Foot
Bip01 L Forearm
Bip01 L Hand
Bip01 L Thigh
Bip01 L UpperArm
Bip01 R Calf
Bip01 R Clavicle
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger02
Bip01 R Thumb0
Bip01 R Thumb01
Bip01 R Thumb02
Bip01 R Foot
Bip01 R Forearm
Bip01 R Hand
Bip01 R Thigh
Bip01 R UpperArm
NeverExport:
*Footsteps*
Mesh*
gun2
Tape*
Bip01
*Nub
*Nub
09/08/2007 (9:05 am)
Here is what the .cfg file looks like that came with the cubix model that I've been using:AlwaysExport:
Unlink
mount*
light*
ski*
eye
cam
Bip01 Head
Bip01 Neck
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 L Calf
Bip01 L Clavicle
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger02
Bip01 L Thumb0
Bip01 L Thumb01
Bip01 L Thumb02
Bip01 L Foot
Bip01 L Forearm
Bip01 L Hand
Bip01 L Thigh
Bip01 L UpperArm
Bip01 R Calf
Bip01 R Clavicle
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger02
Bip01 R Thumb0
Bip01 R Thumb01
Bip01 R Thumb02
Bip01 R Foot
Bip01 R Forearm
Bip01 R Hand
Bip01 R Thigh
Bip01 R UpperArm
NeverExport:
*Footsteps*
Mesh*
gun2
Tape*
Bip01
*Nub
*Nub
#5
Make sure it's placed in the same folder as the .max file. You can also look at the dump file the exporter writes to make sure it's using the correct cfg file.
09/08/2007 (9:25 am)
Are you sure the right cfg file is used?Make sure it's placed in the same folder as the .max file. You can also look at the dump file the exporter writes to make sure it's using the correct cfg file.
#6
When I rename them so that they dont have the #2 at the end, the DSQ files no longer work. Is there a way around that? Or a different way of setting up the cfg file maybe? Or am I going to have to also export all the DSQ files with a different naming convention?
09/10/2007 (12:24 pm)
Yes, it's using the right .cfg file in the exporter. I can get it to export with only 1 model now instead of the 2, and Im guessing its exporting the fingers, thumbs, and spine because they have a 2 at the end of their name and the detail # is 2.When I rename them so that they dont have the #2 at the end, the DSQ files no longer work. Is there a way around that? Or a different way of setting up the cfg file maybe? Or am I going to have to also export all the DSQ files with a different naming convention?
#7
i 've just come to the same problem as yours(your first problem) . i get a twin object of my hero exported which always sits there. how did you solve this problem. actually i found out that i have to link Bip01 to the start01 to get the exporter working. i 've been searching a lot here but noone tell what to do. i can't undestand them. may be noone has done it so far in 3dsmax 7 or they just can do favours. anyway the given files from the torque maxtoDTS documentations appear with structure in schematic view where the Bip01 is not linked anywhere , and the bodymesh is not linked anywhere which make the exporter to crash. and it only works if i make "Quick Setup" on the Bodymesh and the link Bip01 to bodymesh and it exports , bt with a twin object of the bodymesh.
I will appreciate any kind of help.thanks in advance
11/18/2007 (6:19 am)
Hey, Wayne , i 've just come to the same problem as yours(your first problem) . i get a twin object of my hero exported which always sits there. how did you solve this problem. actually i found out that i have to link Bip01 to the start01 to get the exporter working. i 've been searching a lot here but noone tell what to do. i can't undestand them. may be noone has done it so far in 3dsmax 7 or they just can do favours. anyway the given files from the torque maxtoDTS documentations appear with structure in schematic view where the Bip01 is not linked anywhere , and the bodymesh is not linked anywhere which make the exporter to crash. and it only works if i make "Quick Setup" on the Bodymesh and the link Bip01 to bodymesh and it exports , bt with a twin object of the bodymesh.
I will appreciate any kind of help.thanks in advance
#8
www.garagegames2.com/web/exporters/dts_max_allversions.zip
I would use this one for your characters. Open the player.max file that comes with the demo ( found in data/shapes/player) and look at the setup. Look at the skin modifier attached to kork. Make sure in your scene that you use all the same bones in the skin.
If there is any bones different used in the skin modifier then the default animations will not work.
Also look at the hierarchy of the default "kork" player.max. Make sure that your scene matches that.
Try to export the Kork Scene "player.max". If you can't export that scene correctly Then something not right with the .cfg files or your useing the DI exporters.
If everything matches in the 2 scenes besides the player mesh it self. The you can click on FILE\Export from the main menu in max.
The 2 exporters look for different setups. This is the .cfg file I use to export kork. This .cfg file should be in the same directory as the .max file. Also this cfg is setup for the older exporter, not the Dark Industry ones.
AlwaysExport:
eye
cam
mount0
mount1
//jetnozzle0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
base01
Dummy*
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
//=Params::T2AutoDetail -1
Remember that the sample source files that come with the engine are your friend. Most of your answers are in them source files. Open and study them.
This might help you also, fosters.realmwarsgame.com/maxdts
but some of the info here is out dated.
Don't give up!!! Some times it seems like you could waste days/week trying to get some simple done. "Been there done that"
GL
Edit: fixed links
11/18/2007 (7:51 am)
Picasso : Ill try and give ya a hand. I always had problem exporting characters with the Dark Industry Exporter. www.garagegames2.com/web/exporters/dts_max_allversions.zip
I would use this one for your characters. Open the player.max file that comes with the demo ( found in data/shapes/player) and look at the setup. Look at the skin modifier attached to kork. Make sure in your scene that you use all the same bones in the skin.
If there is any bones different used in the skin modifier then the default animations will not work.
Also look at the hierarchy of the default "kork" player.max. Make sure that your scene matches that.
Try to export the Kork Scene "player.max". If you can't export that scene correctly Then something not right with the .cfg files or your useing the DI exporters.
If everything matches in the 2 scenes besides the player mesh it self. The you can click on FILE\Export from the main menu in max.
The 2 exporters look for different setups. This is the .cfg file I use to export kork. This .cfg file should be in the same directory as the .max file. Also this cfg is setup for the older exporter, not the Dark Industry ones.
AlwaysExport:
eye
cam
mount0
mount1
//jetnozzle0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
base01
Dummy*
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
//=Params::T2AutoDetail -1
Remember that the sample source files that come with the engine are your friend. Most of your answers are in them source files. Open and study them.
This might help you also, fosters.realmwarsgame.com/maxdts
but some of the info here is out dated.
Don't give up!!! Some times it seems like you could waste days/week trying to get some simple done. "Been there done that"
GL
Edit: fixed links
#9
I tried the following :
i loaded the player.max file of the ork(which is told that is made to work). i didn't touch anything in the scene just to try to export as it was provided from garagegames. I did the export with the exporter provided from you. It took much long time to export than the exporter i used before( you call it Dark...something) .however i just thought that this exporter chrashed when i did its job. I tried to load the player.dts in ShowTooLPro and it chrashed . It tells me that there was an export error. i did exported it again several times but everytime i try to load it into showtool , the showtool program crashes.Now i just don't know what to do. to continue to use my old exported(Dark) or..what..
By the way with the Dark exporter i succeeded to export the mesh making the following chierarchy :
linked Bip01 to start01. the meshmodel didn't link to anywhere. it exports successfully and it looks perfectly in showtool , i can say the same for the animations but in the engine the model doesn't perform any animation. it just sits still in his *.dts possition having in mind that i have made some anymations for "root" and "run".
11/18/2007 (9:07 am)
Freeze, thanks for the replyI tried the following :
i loaded the player.max file of the ork(which is told that is made to work). i didn't touch anything in the scene just to try to export as it was provided from garagegames. I did the export with the exporter provided from you. It took much long time to export than the exporter i used before( you call it Dark...something) .however i just thought that this exporter chrashed when i did its job. I tried to load the player.dts in ShowTooLPro and it chrashed . It tells me that there was an export error. i did exported it again several times but everytime i try to load it into showtool , the showtool program crashes.Now i just don't know what to do. to continue to use my old exported(Dark) or..what..
By the way with the Dark exporter i succeeded to export the mesh making the following chierarchy :
linked Bip01 to start01. the meshmodel didn't link to anywhere. it exports successfully and it looks perfectly in showtool , i can say the same for the animations but in the engine the model doesn't perform any animation. it just sits still in his *.dts possition having in mind that i have made some anymations for "root" and "run".
#10
max2dtsExporter.dle
max2dtsExporterPlus.dle
max2dtsExporterPro.dle
Which one are you useing? It take a little longer for the skinned mesh to export then it does for a simple.dts
If you have more then one of these in your plugin folder.. then this could be your problem.
The name of my current exporter from max is max2dtsExporterPro.dle Date modified is 11/5/2006 is the version I use. (max9 version)
If I open the player.max then I click on File/Export at the top of max.. then change to .DTS
It exports out fine.
I would make sure you can export correctly and everything works before you try and add custom animations.
I dought I could be much more help then that besides telling you the process I take, unless I had access to the max file it self.
My character pipeline goes as follows.
-So I model a new character in a new scene. Save that..
-Open Kork again... then click FILE-Merge go to the new saved character badasscharacter.max I merge in the model to the kork scene.
- I scale the new character down to match the size of kork.. ( if your units in max is the same in both scenes, you probly won't need to scale.)
- I then add a skin modifier to the badass. Adding the bones so they match Korks Skin. Exactly.. if not then the default animation won't work.
- I then click on the :muiltiREz model of kork and go to it "user properties and copy the detail text.
- Take a snapshot of my badass and paste the detail info in the user properties.
-Export
-Once this is complete, I return to the scene and adjust the weights of the skin
-Export again test.
-Then make custom animation
11/18/2007 (10:05 am)
HM.. if you open your max?\plugins folder do you have more then 1 max2dtsExporter???.dle max2dtsExporter.dle
max2dtsExporterPlus.dle
max2dtsExporterPro.dle
Which one are you useing? It take a little longer for the skinned mesh to export then it does for a simple.dts
If you have more then one of these in your plugin folder.. then this could be your problem.
The name of my current exporter from max is max2dtsExporterPro.dle Date modified is 11/5/2006 is the version I use. (max9 version)
If I open the player.max then I click on File/Export at the top of max.. then change to .DTS
It exports out fine.
I would make sure you can export correctly and everything works before you try and add custom animations.
I dought I could be much more help then that besides telling you the process I take, unless I had access to the max file it self.
My character pipeline goes as follows.
-So I model a new character in a new scene. Save that..
-Open Kork again... then click FILE-Merge go to the new saved character badasscharacter.max I merge in the model to the kork scene.
- I scale the new character down to match the size of kork.. ( if your units in max is the same in both scenes, you probly won't need to scale.)
- I then add a skin modifier to the badass. Adding the bones so they match Korks Skin. Exactly.. if not then the default animation won't work.
- I then click on the :muiltiREz model of kork and go to it "user properties and copy the detail text.
- Take a snapshot of my badass and paste the detail info in the user properties.
-Export
-Once this is complete, I return to the scene and adjust the weights of the skin
-Export again test.
-Then make custom animation
#11
i will give a try with 3ds max 9. but i haven't max2dtsExporterPro.dle
so could you please give me a link where to download it and try to export the player.max file
It must ensure myself that player.max file exports perfectly without doing anything to it before i proceed with my custom heros and their animations.
i appreciate your help!
11/18/2007 (10:48 am)
I am using 3ds max7 with max2dtsExporterPlus.dle i will give a try with 3ds max 9. but i haven't max2dtsExporterPro.dle
so could you please give me a link where to download it and try to export the player.max file
It must ensure myself that player.max file exports perfectly without doing anything to it before i proceed with my custom heros and their animations.
i appreciate your help!
#12
Truely I'm not sure which one is which... and who made what but this is the one I use.
This could posible be the one by "Matt Summers". I'm not sure where I found it (had it a while now) but.. that link came from a google search. I'm sure theres a blog post by some one in the community that supports that file.
I know in the beginning.. I had the same problems your having and went through serveral version of the exporter until I found one that worked. I would also try the max2dtsExporter.dle also. See what works best for you. Just make sure you don't have more then one in the plugin folder.
11/18/2007 (11:16 am)
powaz.free.fr/max2dtsExporterPro_for_Max9.zipTruely I'm not sure which one is which... and who made what but this is the one I use.
This could posible be the one by "Matt Summers". I'm not sure where I found it (had it a while now) but.. that link came from a google search. I'm sure theres a blog post by some one in the community that supports that file.
I know in the beginning.. I had the same problems your having and went through serveral version of the exporter until I found one that worked. I would also try the max2dtsExporter.dle also. See what works best for you. Just make sure you don't have more then one in the plugin folder.
#13
As soon as possible i will write here the results of doing it. May be one day when i get it working i will make a resource for the other guys who just get started and don't know where to search to find the solution.
Thanks one again!
11/18/2007 (12:12 pm)
Thanks for the link.i will give it a try. if something goes wrong again i will please you to send me *.dle file you are currently using , but i think there should be no errors this time.After all you have successfully exported the player.max without doing anything in the file and using 3ds max9 so i guess i will success too.As soon as possible i will write here the results of doing it. May be one day when i get it working i will make a resource for the other guys who just get started and don't know where to search to find the solution.
Thanks one again!
#14
the only workable version i have found so far is the max2dtsExporter.dle for 3dsmax 4,5,6,7,8,9
11/19/2007 (2:21 pm)
Max2dtsExporterPro.dle for 3ds max 9 doesn't work. 3ds max 9 chrashes to desktop when trying to export a character.the only workable version i have found so far is the max2dtsExporter.dle for 3dsmax 4,5,6,7,8,9
#15
01/23/2009 (10:50 pm)
i know this is really late an all but i had the same problem and just figured out how to fix it. make sure to have the "skinned mesh" box checked in the quickexport section. that did the trick for me. just for any others who come by this problem.
Torque Owner SDSC ITEST