3DS export problem
by Christian Boutin · in Artist Corner · 09/12/2004 (3:34 pm) · 13 replies
Hello
I'm a newbie around here trying to figure out if I should purchase this engine (I have a pile of game engines I bought but ended up finding unusable/not doing enough). So far I'm impressed with the features of Torque and this is probably the way I'll go.
But I've hit a wall when I tried to export models from 3ds. I've found many tutorials on this and many contradict each-other in terms of what's needed and what's not (I guess that's due to the fact that the engine grows).
The first model I made was a simple cylinder. Created two shapes, the cylinder and the "bounds" box. Exported and loaded in the demo fine even without detail, mesh and those "required" nodes. Then I modeled something a little more complex (a simple plane) and no matter how I try to conform to the standards I read in various tutorials, it just won't export. It seems to export fine except when I load it in the Torque demo it doesn't show.
The "DMP" file seems to show that the mesh size of all my parts is "-1" which could be the problem. I've included a paste from the dmp file and a link to the max file. Any help would be greatly appreciated. Thanks!
christianboutin.com/torque/planetest2.max
[snip]
Adding object named "Body".
Adding mesh of size -1 to object "Body".
Object offset transform:
scale: x=0.08619, y=0.07987, z=0.09324
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=-0.00000, y=0.00000, z=0.00000, w=1.00000
Adding node "LeftWing" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "LeftWing".
Adding mesh of size -1 to object "LeftWing".
Object offset transform:
scale: x=0.21246, y=0.01676, z=0.25277
stretch rotation: x=0.00000, y=-0.03719, z=0.00000, w=0.99931
translation: x=0.00000, y=-0.00000, z=-0.00000
actual rotation: x=0.00000, y=-0.00000, z=0.00000, w=1.00000
Adding node "RightWing" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "RightWing".
Adding mesh of size -1 to object "RightWing".
Object offset transform:
scale: x=0.21250, y=0.01676, z=0.25273
stretch rotation: x=-0.00005, y=-0.03631, z=-0.00001, w=0.99934
translation: x=-0.00000, y=0.00000, z=-0.00000
actual rotation: x=-0.00000, y=0.00000, z=0.00000, w=1.00000
---determinant negative---
Adding node "RightCanard" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "RightCanard".
Adding mesh of size -1 to object "RightCanard".
Object offset transform:
scale: x=0.10815, y=0.02769, z=0.12115
stretch rotation: x=-0.00000, y=0.00000, z=-0.00000, w=1.00000
translation: x=0.00000, y=-0.00000, z=0.00000
actual rotation: x=-0.00000, y=0.00000, z=-0.00000, w=1.00000
---determinant negative---
Adding node "Cockpit" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "Cockpit".
Adding mesh of size -1 to object "Cockpit".
Object offset transform:
scale: x=0.35720, y=0.33231, z=0.91771
stretch rotation: x=0.01127, y=0.00000, z=0.00000, w=0.99994
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=-0.00000, y=0.00000, z=0.00000, w=1.00000
I'm a newbie around here trying to figure out if I should purchase this engine (I have a pile of game engines I bought but ended up finding unusable/not doing enough). So far I'm impressed with the features of Torque and this is probably the way I'll go.
But I've hit a wall when I tried to export models from 3ds. I've found many tutorials on this and many contradict each-other in terms of what's needed and what's not (I guess that's due to the fact that the engine grows).
The first model I made was a simple cylinder. Created two shapes, the cylinder and the "bounds" box. Exported and loaded in the demo fine even without detail, mesh and those "required" nodes. Then I modeled something a little more complex (a simple plane) and no matter how I try to conform to the standards I read in various tutorials, it just won't export. It seems to export fine except when I load it in the Torque demo it doesn't show.
The "DMP" file seems to show that the mesh size of all my parts is "-1" which could be the problem. I've included a paste from the dmp file and a link to the max file. Any help would be greatly appreciated. Thanks!
christianboutin.com/torque/planetest2.max
[snip]
Adding object named "Body".
Adding mesh of size -1 to object "Body".
Object offset transform:
scale: x=0.08619, y=0.07987, z=0.09324
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=-0.00000, y=0.00000, z=0.00000, w=1.00000
Adding node "LeftWing" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "LeftWing".
Adding mesh of size -1 to object "LeftWing".
Object offset transform:
scale: x=0.21246, y=0.01676, z=0.25277
stretch rotation: x=0.00000, y=-0.03719, z=0.00000, w=0.99931
translation: x=0.00000, y=-0.00000, z=-0.00000
actual rotation: x=0.00000, y=-0.00000, z=0.00000, w=1.00000
Adding node "RightWing" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "RightWing".
Adding mesh of size -1 to object "RightWing".
Object offset transform:
scale: x=0.21250, y=0.01676, z=0.25273
stretch rotation: x=-0.00005, y=-0.03631, z=-0.00001, w=0.99934
translation: x=-0.00000, y=0.00000, z=-0.00000
actual rotation: x=-0.00000, y=0.00000, z=0.00000, w=1.00000
---determinant negative---
Adding node "RightCanard" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "RightCanard".
Adding mesh of size -1 to object "RightCanard".
Object offset transform:
scale: x=0.10815, y=0.02769, z=0.12115
stretch rotation: x=-0.00000, y=0.00000, z=-0.00000, w=1.00000
translation: x=0.00000, y=-0.00000, z=0.00000
actual rotation: x=-0.00000, y=0.00000, z=-0.00000, w=1.00000
---determinant negative---
Adding node "Cockpit" with parent "Body" to subtree rooted on max-node "Shape".
Attaching object to node.
Adding object named "Cockpit".
Adding mesh of size -1 to object "Cockpit".
Object offset transform:
scale: x=0.35720, y=0.33231, z=0.91771
stretch rotation: x=0.01127, y=0.00000, z=0.00000, w=0.99994
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=-0.00000, y=0.00000, z=0.00000, w=1.00000
About the author
Recent Threads
#2
09/12/2004 (5:12 pm)
#3
1. your heirarchy is all wrong. Some of the things you have done dont even make sense, so I can't tell you exactly why you made the mistakes.
2. your shape is exceeding your bounds.
3. the size is very large for a DTS and will certainly cause lag on anything but a single player game witha great graphics card.
4. You cannot export an editable POLY, you must have editable MESH. (this MIGHT not be right)
5. "bounds" should NOT be capitalized
I've corrected what you have and emailed it back to your hotmail account
09/12/2004 (5:34 pm)
Ok, just looking at your file here's the first things I see...1. your heirarchy is all wrong. Some of the things you have done dont even make sense, so I can't tell you exactly why you made the mistakes.
2. your shape is exceeding your bounds.
3. the size is very large for a DTS and will certainly cause lag on anything but a single player game witha great graphics card.
4. You cannot export an editable POLY, you must have editable MESH. (this MIGHT not be right)
5. "bounds" should NOT be capitalized
I've corrected what you have and emailed it back to your hotmail account
#4
09/12/2004 (8:20 pm)
Your Email bounced
#5
Thanks again, first model's always the hardest!
09/13/2004 (5:16 am)
Sorry about that and thanks for helping me out. My hotmail was getting full yesterday. I tried to clean it as soon as I saw your post but it was probably too late. I have a bit more space now so you can try again or go to "christianboutin.com" and click on my pop mail account on the bottom, that one has tons of space!Thanks again, first model's always the hardest!
#6
I read in that doc though that the multires plugin I have with my Max 5.1 installation won't work for exporting multires. I don't suppose the old 4.0 multires plugin is something that I could find on-line right?
09/13/2004 (5:53 am)
Well, I figured it out by reading the official doc (don't know why I was referring to docs from the outside as this one contains pretty much all you could want). Loaded the plane in the engine and it worked!!!I read in that doc though that the multires plugin I have with my Max 5.1 installation won't work for exporting multires. I don't suppose the old 4.0 multires plugin is something that I could find on-line right?
#7
09/13/2004 (7:46 am)
Probably, but I mailed it to you to save time.
#8
Thanks for all your help!
Cheers!
09/13/2004 (10:14 am)
Hmmm, the doc says I need the "Multires.dle" plugin and you sent a file named "adjustLODs.mcr". Is there anything I don't get (I'm also learning 3ds as I go, I was an "Hash Animation Master" guy until recently).Thanks for all your help!
Cheers!
#9
Thanks for all your help!
Cheers!
09/13/2004 (11:27 am)
Hmmm, the doc says I need the "Multires.dle" plugin and you sent a file named "adjustLODs.mcr". Is there anything I don't get (I'm also learning 3ds as I go, I was an "Hash Animation Master" guy until recently).Thanks for all your help!
Cheers!
#10
09/17/2004 (1:59 pm)
Yeah, im having alot of problems grasping the full understanding of exactly how to do this. the documentation is somewhat overwealming, and im just having a hard time swalling it all in. ::sigh:: anyhow im sure i will pick up on it. :)
#11
Cheers!
09/18/2004 (5:27 am)
Reading The Official Documentation from top to bottom is the way to go. For some reason I hadn't found it and was referring only to forum articles and third party tutorials. Now that I've found it and refer only to it whenever I can, things are going alot more smoothly. The object hierarchy is the hardest thing to figure out, and the rather strict naming convention. But after you get it it's not that hard :-)Cheers!
#12
Matt
09/19/2004 (4:49 am)
The naming convention is up to you. But if you deviat from the Bone names you'll need to creat your own animations. Thats preferable anyway but maybe not for someone getting started.Matt
#13
Ummm, if you deviate from the naming convention, the engine will probably crash on loading. You MUST stick with the collision and node naming as well as the cam and eye, etc... unless you plan to adjust your engine code. And since Christian doesn't have an SDK license, I'd say that would be a problem for him.
09/19/2004 (4:11 pm)
Quote:
The naming convention is up to you. But if you deviat from the Bone names you'll need to creat your own animations.
Ummm, if you deviate from the naming convention, the engine will probably crash on loading. You MUST stick with the collision and node naming as well as the cam and eye, etc... unless you plan to adjust your engine code. And since Christian doesn't have an SDK license, I'd say that would be a problem for him.
Torque Owner Joe Maruschak
there is not much that is 'required'. You need a bounding box named 'bounds'...
you need a detail marker to match the mesh (to tell the engine there is a mesh to export) and you need to link it up in such a way that the exporter knows which shape to export (note that this can be done with the 'embed shape' button in the exporter rollout in max)
the docs are pretty clear on all of this.. best bet is to read through them.. beginning to end.. first.