Game Development Community

Player STILL doesn't work properly - damn exporters!

by Neil Boyd · in Torque Game Engine · 04/24/2004 (10:12 pm) · 5 replies

Basically after export the player sits 1meter above ground and animates everything (except idle) facing left. If I rotate the bounding box, the animations play properly but the idle freaks out.

I have tried this with the max4.2 and max5.1 using the different versions of exporters for both countless times in the hope I had missed a mistake when reseting x-form/skinning/linking/naming etc. I think I have now phiqiued/skinned/linked, etc about 30 times without sucess (ie result at top)

I download Karl the Cop from www.gamebeavers.org/ to see a good example. The .dts file in this works great, but when I try to export the karl max file, it has the same problems (floating and turned animations).

So, I think the problem must be the exporters, however I'm using two different versions of the exporters (for 4.2 and 5.1). Could it be the .cfg? It shouldn't since I'm using the default. Both these exporters were pre-compiled vesrions downloaded from this site. I have't compiled my own as I'm just a artist with not much of an idea about the programming side.

Has anyone got another version of the exporter that they have compiled recently from the SDK and know that works?

Arrrgggghhhh!! Can anyone help? Very, very ,very frustrated.

#1
04/25/2004 (5:16 am)
If you use the default animations i would ask this
question in the rw forums, they made a the model(elf) and
using default animation.
I do my own animation so i dont get that problem,but what i can think of is all pivots ,compare the pivots on the default guy and your model.
I dont think this is a exporter problem at all.
#2
04/26/2004 (1:40 am)
I had the exact same problem with there karl cop. The problem was that the bip 1 and some more stuff was exported, use the .cfg in the starter.fps/data/shapes/player map. It will solve the problem for you, It did for me anyway.
#3
04/26/2004 (12:14 pm)
Having bip01 export can cause problems. This could be what you are seeing. Using the default player.cfg will help, as david said.
#4
07/05/2004 (9:05 pm)
This does not seem to work when using Skin modifier on meshes since they are not within the heirarchy.

I always get this error
Cannot Collapse Node "Bip01" because it is a bone
#5
07/05/2004 (10:30 pm)
I worked out my problem, I had bip01 included in my Skin Modifier list and it caused errors exporting.
Bip01 still needs to be in the Exclude list to work properly with the default animations.