Game Development Community

DSQ Export Configuration

by James Sun · in General Discussion · 05/22/2004 (7:17 am) · 3 replies

I have a charcter that has Biped for the skeleton, but with 2 wings rigged with regular bone. I am trying to export 2 dsq files for this character. One DSQ is for the Biped part of the animation, and the other dsq is for the Wing part of character. I made a Biped.cfg that NeverExport Bone*, and a Bone.cfg that NeverExport Bip*. I thought this can make 2 DSQ that have either one of each part of animation, but what I have found out was that both config files exports exactly the same animation, which have both animation for biped and Wing.

Can someone please show me how to write such cfg files? What should I AlwaysExport and what should I NeverExport.

Thanks!

#1
05/24/2004 (12:57 pm)
Could you perhaps post the exact contents of your .cfg files? Also, note that they have to be stored in the same directory as your .max file when you export, so you'll want to have two copies of the max file, each in its own directory with its own .cfg.
#2
05/24/2004 (2:36 pm)
Generally for DSQs to work properly (and happily) the DTS hierarhcy must be the exact same between the DTS and the DSQ. Having certain bones or nodes in a DSQ and not in a DTS (or vice versa) can sometimes result in the DSQ not loading and applying on the model DTS.

As such it's probably best that you scrap what you are doing and try to include your DTS Hiearchy in your DSQ (bones and biped parts).

Logan
#3
05/25/2004 (8:41 am)
One issue I have (as a 3dsmax user), is my animations continue to loop for some reason, despite I never switched to cyclic mode.