Game Development Community

Massive mistake, but where?

by Kyle Schaeffer · in Artist Corner · 03/26/2003 (2:30 pm) · 6 replies

Hi again,
I've been experimenting with exporting a player model. I tried deleting the default player head and replacing it with a sphere just to see if it works.
My 3ds stack looks like this:

-edit mesh
-unwrap uvw
-uvw map
-edit mesh
(all collapsed before export)

I put the default player skin on the sphere, and renamed the sphere to whatever the default head was called. I made no other modifications to anything.

It exported, but the player was missing a head and legs, and the animations were all turned around. Should this technique work? It would be easy to just replace pieces and textures and use the default files for everything else.

Hope I don't wear out my welcome with all these newbie questions.

Thanks in advance,
-Kyle

#1
03/26/2003 (7:18 pm)
I never could get the default player to export. DOne plenty of my own. Anything could be wrong just depends. Really sounds like things aren't linked up correctly. The default player has a skin modifier on the stack and is not linked to anything. So if you don't have the skin modifier on it ,and its not linked and it won't export.
Player models are a little bit of a struggle to get exported at first but once you get it its not that hard. Also if your using default animations you can just save the rig you build and give your mesh a simple name "MESH02" then just do a "replace". Then add your skin modifier and export. Pretty simple really. Just takes some time to get used to. There really isn't to many shortcuts that are going to give you any descent results.
Feel free to ask if you need anything.

Matt
#2
03/26/2003 (7:53 pm)
Thanks Matt.
I will certainly give that method a try.
-K
#3
04/02/2003 (3:35 pm)
Kyle, you used the default player and got animations? When I export the model I get no animations.
#4
04/03/2003 (4:03 am)
Be sure to also export the root sequence. All animations should then work, provided you havent deleted any nodes, and you're using the same .cfg that came with the default model.
#5
04/03/2003 (5:02 am)
The player model file contains no animations. It's just the skeleton skinned with the mesh. The animations are stored in dsq files (which contain animation keyframes for the skeleton only). This allows you to easily change the original player mesh without having to redo the entire animations (make sure you don't change the skeleton though). Sorry if I'm stating the obvious :)

I can't recall but I think the default player isn't skinned but linked as it's a segmented model. Meaning a right forearm is linked to the skeleton's right forearm, no vertex weighting. Check up on that in the hierarchy in MAX, make sure you unhide the skeleton. If that's the case you may simply need to bind your new sphere head to the skeleton's head.
#6
04/03/2003 (6:14 am)
Erik, the dtsScene.cfg has "root 128" in the NeverExport group. Are you suggesting to move that line up to the AlwaysExport section?

EDIT OK, I got the export to work with the default animations by moving root 128 up to the AlwaysExport section AND unchecking CollapseTransform