Game Development Community

Max2Dts biped interaction problem

by Peter Kojesta · in Torque Game Engine · 08/25/2003 (9:53 am) · 1 replies

Problem 1:
I am currently using max 5.1 with a model rigged via the skin modifier to a character studio biped. All of the dummy nodes are present and properly linked in the scene. When I click export whole shape, the error I recieve is "cannot collaspe biped finger## because it is a bone".

Problem 2:
The model exported correctly a few times before this biped problem started, but when I looked at it in the show tool, there was nothing there. The model loaded, but I saw nothing but blackness.


Any help would be appreciated.

Shape Hierarchy:

   Details:
      Detail50, Subtree 0, objectDetail 0, size 50

   Subtrees:
      Subtree 0
         Bip02 Pelvis
            Bip02 Spine
               Bip02 Spine1
                  Bip02 Spine2
                     Bip02 Neck
                        Bip02 Head
                        Bip02 L Clavicle
                           Bip02 L UpperArm
                              Bip02 L Forearm
                                 Bip02 L Hand
                                    Bip02 L Finger0
                                       Bip02 L Finger01
                                          Bip02 L Finger02
                                    Bip02 L Finger1
                                       Bip02 L Finger11
                                          Bip02 L Finger12
                                    Bip02 L Finger2
                                       Bip02 L Finger21
                                          Bip02 L Finger22
                                    Bip02 L Finger3
                                       Bip02 L Finger31
                                          Bip02 L Finger32
                                    Bip02 L Finger4
                                       Bip02 L Finger41
                                          Bip02 L Finger42
                        Bip02 R Clavicle
                           Bip02 R UpperArm
                              Bip02 R Forearm
                                 Bip02 R Hand
                                    Bip02 R Finger0
                                       Bip02 R Finger01
                                          Bip02 R Finger02
                                    Bip02 R Finger1
                                       Bip02 R Finger11
                                          Bip02 R Finger12
                                    Bip02 R Finger2
                                       Bip02 R Finger21
                                          Bip02 R Finger22
                                    Bip02 R Finger3
                                       Bip02 R Finger31
                                          Bip02 R Finger32
                                    Bip02 R Finger4
                                       Bip02 R Finger41
                                          Bip02 R Finger42
               Bip02 L Thigh
                  Bip02 L Calf
                     Bip02 L Foot
               Bip02 R Thigh
                  Bip02 R Calf
                     Bip02 R Foot

   Sequences:
        0: root

   Material list:
   material #0: "MARR_HEAD".
   material #1: "MARR_BODY".

Checking for duplicate nodes...

#1
08/25/2003 (1:36 pm)
The "cannont collapse biped Finger### because it is a bone" problem is due to the following:

Your CFG file that you are using is told to ignore the Finger (and likely toe) nodes on the Biped shape. Normally this would not be a problem except for the fact that you are linking to these Biped nodes within your Skin modifier on your geometric shape. This obviously creates a "what the hell!?" error with the export because its being told to not export the Fingers and Toes yet data in your scene says that it uses it.

Solution 1) Modify your CFG file to include the finger and toe nodes if you need them for your game (ie. if you are actually animating the fingers and toes)

Solution 2) Remove the Fingers and Toes from your bones list in your Skin modifier, if you don't need them.

Note: Default TGE animations likely will not work for models with finger and toe nodes exported due to the differences in the skeletal shapes and nodes being used in your DTS file that are no in the DSQ files.

Logan