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.
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...
Associate Logan Foster
perPixel Studios
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