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"Cannot collapse node becasue it is a bone"

by James Abraham · in General Discussion · 07/14/2004 (12:14 pm) · 15 replies

Hi,

I modified my .cfg file so that all the arm nodes of my character are culled out (never export). This includes "Bip01 L clavicle, Bip01 L upperarm, Bip01 L forearm, and all the fingers.

The problem I am running into is... when I export my dsq sequence, I get a message saying "cannot collapse node Bip01 L clavicle because it is a bone". What gives? Aren't the bones the nodes that should be culled out for certain animations?

Thanks in adavace for any help.

Jim

#1
07/14/2004 (12:50 pm)
Do you have the bone that you are culling out in in the CFG (ie. listed in the "always ignore") also dislayed in the list of bones on your Skin modifier?

If a bone is told to be ignored by the CFG but is also found in the bone list of the Skin modifier the exporter will spit out and error since it thinks that the bone is needed that its being told to ignore.

Logan
#2
07/14/2004 (1:19 pm)
Thanks for the reply "L". You're always helpful.

Well yes. How can I animate without the whole skeleton being in the skin modifier? All of the bones needed for animation are skinned of course. So how can I cull out nodes if you can only cull out nodes that are NOT skinned. I'd doesn't make sense to me.
#3
07/14/2004 (3:54 pm)
HHHHmmmm...I thought the mesh wasn't needed for DSQ animation data, unless it's for visiblity or morph animation, did it output a file or spit out an error and rude boot to the desktop? I thought the procedure was to elimimate the mesh before exporting to DSQ?
#4
07/14/2004 (6:04 pm)
Delete the mesh, it is not needed for a DSQ
#5
07/14/2004 (6:39 pm)
Oh yeah!. Thanks guys. I knew the mesh was unneccessary, but I like to have it in the scene when I animate. I helps me give the proper attitude my character animations. From now on I'll get into the habit of deleting the mesh before I export.

Always something simple isn't it.
#6
07/29/2004 (10:31 am)
I have this same problem now, except I am trying to export my DTS. Should I delete the biped when I export the DTS?

The spot it's giving me the error is: "Cannot collapse node Bip01 L Finger0 because it is a bone".

I have the cfg in the same folder as the MAX file now... here's my cfg..

AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0

NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
#7
07/29/2004 (10:36 am)
If you are exporting a DTS, you cannot remove a bone that deforms the mesh. Remove the entry from the never export list in your config file.
#8
07/29/2004 (10:42 am)
Thanks, I commented those lines out and was able to export the DTS. Do I need to comment those back in when I export a DSQ?
#9
07/29/2004 (11:21 am)
It's not a good idea to introduce new bones to the DSQ that the DTS shape does not have since it causes the DSQ to not load/work with the DTS shape that you are applying it to. As such you don't want to comment those lines back in at all.
#10
07/29/2004 (11:24 am)
I figured as much. Well, I've got my DTS and DSQ's exported... However, now the engine crashes when it loads the mission. :(

If I put the default player back in(the one that comes with the engine), it works fine.

I'm not sure where the problem is now. :(
#11
07/29/2004 (11:27 am)
In my max files, the sequence helper for the root is named player_root, the one for the run forward is named player_forward....

Oh, and my player.cs looks like this:

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------

datablock TSShapeConstructor(playerDts)
{
baseShape = "player.dts";
sequence0 = "player_root.dsq root";
sequence1 = "player_forward.dsq run";
};
#12
07/29/2004 (11:44 am)
Try changing it to...

datablock TSShapeConstructor(playerDts)
{
baseShape = "player.dts";
sequence0 = "player_root.dsq player_root";
sequence1 = "player_forward.dsq player_forward";
};

I believe that the engine expects an expliciet name for the sequence when it looks for the data in the DSQ.
#13
07/29/2004 (11:59 am)
Hmm, still crashing. :(
#14
07/29/2004 (12:04 pm)
I posted my console log here: http://www.seibermaki.net/console.html
#15
07/29/2004 (2:27 pm)
Dang, I'm really stuck. I can't find any info for what could cause this to crash. :(