Game Development Community

Animations play sideways.... WHY (wierd animation error)

by Adam · in Artist Corner · 03/27/2004 (9:47 am) · 18 replies

Hey all

I made a simple character model going by the directions in the getting started with torque section. It exports fine. When its in the game, however, something really strange happens. The model turns sideways. Everything has the the model facing left. Ill actually be moving forward in the right direction, its just that the animations are playing facing the wrong direction. I checked and double checked to make sure the pivots on all my shapes were correctly set up. They were.

As an experiment, i downloaded a model from gamebeavers that was supposedly export-ready. it did the same thing. So, im pretty sure the problem isnt in the contruction of my player, but probably in a script or something that should be checked off in the exporter that isnt. Or maybe its something entirely different.

Can anyone at all help me with this? its driving me nuts. what do i have to do to make my character animations play facing the correct direction.

#1
04/16/2004 (10:48 pm)
Im having this problem as well, but it is only on most of the animations... any takers?
#2
04/17/2004 (1:43 am)
Hmmm - we had this problem too at some point in time.

I *think* that we found one of the bips or dummy nodes to have a wrong facing pivot point. After turning it and re-exporting the problem disappeared. We had to remove the link to its parent and then relink it afterwards for it to work.

Sorry cant remember what node it was, but is was 110% our own fault in 3ds.
#3
04/17/2004 (10:55 am)
This problem is typically caused by the 'bip01' node being included in a DTS or DSQ shape that you export. If a 'bip01' node is included with the export it will add an unwanted transform rotation to your model, which causes it to rotate 90 CW on the X axis.

To correct this, use a CFG file to export your DTS or DSQ with and ensure that 'bip01' is included on the "NeverExport" list.

Logan
#4
04/18/2004 (4:22 pm)
Yeah um... I need to have a quick refresher on a few things...

A. Does that include if only the root animation is being played sideways? (or all the animations excapt root maybe... depends on how you are looking at it.

B. Do I need "collapse transforms" on or off?

C. Could someone get me an example config file?
#5
04/18/2004 (11:53 pm)
C: Example config files are in the new documentation for the SDk as well as all other "player modelling" tutorials found.

Just check out the docs on the exporter - they tell you all you need to know
#6
04/20/2004 (2:29 pm)
Yeah um... Ive looked at them a lot... perhaps someone could hint me in the right direction if I gave files to show what is happening?

http://dimensionwarped.gunsha.com/player.dts

http://dimensionwarped.gunsha.com/SonicTailsTexture.png

the root animation is playing sideways and when he starts running/ falling/jumping, he faces forward.
#7
04/21/2004 (5:50 pm)
*dies* seriously... I think Ive tried EVERYTHING. Im truly begging for help now. If someone could please give me some advice on this matter... just uh... tell me or something.
#8
04/21/2004 (6:02 pm)
Collapse transforms should be off.
#9
04/22/2004 (1:31 pm)
It didnt work...

Ittl probably be more helpful if I include all of the files...
http://dimensionwarped.gunsha.com/GG/player.dts
http://dimensionwarped.gunsha.com/GG/SonicTailsTexture.psd.png
http://dimensionwarped.gunsha.com/GG/sonicbeta_4_20_04.max

if you can figure it out... then uh... kickin.
#10
07/05/2004 (9:00 pm)
This always happens, I usually find it easier to start again with a working file and mesh and modify those than to fix this issue. If I work out a solution I will post it here, I know I have solved this a few times in the past, but I never remember exactly what fixes it.
#11
07/05/2004 (10:28 pm)
Okay I worked out my similar problem. If you are using the skin modifier you have to remove the bip01 bone from it's list. Otherwise you will get this error when trying to export and Excluding the bip01 bone/node "Unable to collapse node "bip01" is not a bone"

So you will still need to have bip01 in the "never export" list of your default.cfg file located in the same folder as the .max file is and make sure there are no spaces before it on the same line or it wont work either (i think).

There are no animation keys on my bip01
I have a root sequence in the file with "force transform animation" and the normal "transform animation" enabled, nothing else is enabled. You do not need a root sequence in the model if you are using the default .dsq sequences - it will work either way.
#12
07/16/2004 (11:41 pm)
Couple things to look at regarding CS:
1. Try turning the "balance factor" and all those settings to zero. There's one for the up down motion, one for the movement, and one for the rotation thing for the bip01 (root). Wherever theres a key, turn it to 0. If you do this when you FIRST animate, then it will continue to be zeroes as you keyframe the bip01 motions.

2. The root pose, look at your bip01. Even if you don't export this for any motion, having it askew will make all your motions askew(even if they do look right in max). You will still be askew even by "never exporting" the bip01. The (bip01)root is the the thing. Make it straight on like figure pose. Here's a tip: you can copy and paste from the up arrows, side arrow, and rotation icon by "enabling them." Copy them, then get out of figure mode, paste into the frame in question(with animate on), see if your max file is looking askew like it does ingame. I bet it does, don't "fix" the root tho, fix the legs and stuff because your root is already straight if you copied from the fig pose.
#13
07/29/2004 (9:43 am)
Well I dont know about your collapse transforms on or off. Usualy it doesnt seem to matter when I'm working.
#14
10/05/2004 (8:27 am)
Hi all,
Adam, did you ever figure out why this was happening?
I have the same thing going on.
I took the orc player and only replaced the bodymesh and MultiRes:bodymesh. Biped, bounds, everything else wasn't touched.
(only the meshes in the player.dts are different)

I can export the orc and he works beautifully.
I export my player he stands (facing left) but runs facing forward!
The properties between the two players look the same when I bring up the orc and my player in two max6 apps side by side. Pivots are the same and everything. The only difference should be the meshes.

Yet my player is rotated 90deg when idle.
So I know something is different about my player.
Arrrg...Anyone help please if you have a moment or two to reply...
Thanks!
#15
10/05/2004 (11:31 am)
Hold the phone! I figured it out.
I have search till my finger tips are numb trying to find an answer to this problem and it was here (sort of) all along.. duh.. if only I had seen the light earlier.

I hope I explain this right. -brain is tired.

It IS indeed all about the Bip01 node.
How do you know if this is your problem in this situation?
If you do a Text Description export and see Bip01 in the listing, your screwed.

"But my config file says NeverExport Bipo1.." you mutter...
Yeah, well, for whatever reason, (meaning I am sick of trying to find out exactly why at this point) the config file may not get loaded when you click on Load Config.. button and load it. It won't complain or anything if it does not get load the file you just selected. Exporting possibly everything. Including your Bip01.

Solution: (Worked for me anyway)
I just put the config file in the same directory as my player.max file and voila then load it and now my player works dandy.
BTW -Be sure and unmess your .dts if'n you have multires and your exporter doen't handle multires correctly.

Cheers.
#16
10/05/2004 (12:40 pm)
@Joe, actually all of this is covered in the FAQ here on GG :)

In regards to the Load CFG, that option is busted, hence why all the documentation says "Put the CFG in the same folder as your Max file that you are exporting".
#17
10/26/2004 (11:13 am)
For anyone running into this problem using a non Character studio biped rig,
it's probably the same sort of problem.

In my case, Things were working fine, then I exported once, and my character was on his side, strange...
I'm not sure what exactly changed, but I made my configs set up so that they don't export my Helper_Ground which my character's bones are linked to, and things were fine after that.
#18
10/26/2004 (12:06 pm)
Actually that might not have been the problem for me, playing with it some more, I've noticed that about twice now, my mesh has spontaneously turned on it's side and been shifted to the right inside of max after an export. Closing the file and opening it back up fixed it. I think that for me I had exported the shape when it was in this state not noticing the problem.

It's possible that this was something I did, but it's happend a couple times and I'm not noticing myself doing any transforms on the mesh myself. This is with max 5 and my own build of the exporter.

all is well for me now though, fun!