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Max 5.1 Exporter Questions

by James Spellman · in Torque Game Engine · 10/25/2004 (5:05 pm) · 2 replies

I have a character model that was built in Maya, animated with Kaydara and eventually exported to Max. I've been working at trying to export this puppy with limited success. I wanted to try to explain what I'm doing and see if I'm on the right track. I am not an artist and can barely manage getting around in Max, so it is a chore to speak the "language."

The model I have in Max has an editable mesh skin. It also has a bunch of "bones." These bones, as I understand it, are not Biped bones but "meshes acting as bones?" They are also labeled as joint# (which sounds like a real bad idea to me). I do not require LOD and I don't have the Multires plugin. I've had success exporting a model if I name the mesh "player145" and rename all the joints something sensible such as neck145. This seems to, however, export all the bone geometry in addition to the mesh, so I must be doing something wrong.

I'm worried that what I have is somehow related to the Physique problem I've read about. Can anyone please shed some light on this for me?

James Spellman

#1
10/25/2004 (11:51 pm)
Only the meshparts should have the detail 145 number not the bones !
#2
10/26/2004 (2:49 am)
Billy' is right. You should not end your bone names with numbers at all. Especially not corresponding detail numbers. Usually I use something like "Abone" "Bbone" ect....

You really shouldn't use physique. You should use skin. I'm not sure if you said were using or not but I thought I would mention it.

Matt