Player model problems
by Kurt · in Artist Corner · 06/09/2003 (8:25 am) · 6 replies
I have a model that exports fine from max 4.2 and looks correct in the show tool. When I add this model to the game the engine crashes. Nothing in the console log and no call stack. I have a bounding box linked to the BIP01 node. I can't even add it as a static object. I am using MultiRes also. I know I am doing something real moronic but I can't seem to figure out what.
About the author
#2
06/09/2003 (9:08 am)
Yes, i have the root animation. This doesn't explain why I can't add it as a static object though does it?
#3
then perhaps this is related instead to the collision hull..
what does it look like?
06/09/2003 (9:32 am)
no im sorry I thought you were using this solely as a character model.then perhaps this is related instead to the collision hull..
what does it look like?
#4
The sequences should show up in the threads list, if they are not there then this means that your skeleton (and nodes) is incompatible with the skeleton (and nodes) with the default animations. This can then cause a problem in game. Usually an incompatibily comes from you having extra nodes (bones or TGE nodes) that are not found in the standard DSQs that ship with the engine.
Logan
06/09/2003 (10:04 am)
In the show tool can you apply and use all of the default animations that ship with the engine on your player model (you might need to modify the player.cs so that its yourfilename.cs)? The sequences should show up in the threads list, if they are not there then this means that your skeleton (and nodes) is incompatible with the skeleton (and nodes) with the default animations. This can then cause a problem in game. Usually an incompatibily comes from you having extra nodes (bones or TGE nodes) that are not found in the standard DSQs that ship with the engine.
Logan
#5
BTW, I tried to e-mail you directly Logan because I know you are the Player import god and my message bounced.
06/09/2003 (10:09 am)
But does that explain why I can't add it as a static object either?BTW, I tried to e-mail you directly Logan because I know you are the Player import god and my message bounced.
#6
Logan,
Maybe you should add this to your FAQ?!?!? ;)
Kurt
06/09/2003 (11:15 am)
UNMESSDTS.EXE! Thanks to Mark Harmon for reminding me of this for the 100th time. Logan,
Maybe you should add this to your FAQ?!?!? ;)
Kurt
Torque Owner Badguy
do you have the default animations?
I believe I was told last time only the root pose is required.
I am not sure tho.
I think anything referenced in the player.cs script needs to exhist.