Example.scn?
by Alex Rice · in Artist Corner · 11/30/2004 (6:52 pm) · 14 replies
Hi I'm a new user and the documentation is really excellent- thanks. I have also used the Blender exporter so I probably need to unlearn that. Here are some newbie questions:
1) But I am a bit confused about the scene editor layout / grouping that is required. Is there an example.scn available that shows a good default grouping and dummy nodes?
2) In the section "Exporting to .X to lock object scale" the export settings looks different in Truespace. Lots less options. I tried the procedure and I lost my bones and armature when it was re-imported. Is this to be expected? Isn't there a better way to lock the scale like the
3DSMax box trick??
3) Default material Setup section: "this will create a neutral texture only setup for the DTS export". What makes this the default, and what should be selected if anything in the Environmental Map browser? Seems like a default texture would have the image in the color channel, with texture map color shader selected.
TIA
Alex
1) But I am a bit confused about the scene editor layout / grouping that is required. Is there an example.scn available that shows a good default grouping and dummy nodes?
2) In the section "Exporting to .X to lock object scale" the export settings looks different in Truespace. Lots less options. I tried the procedure and I lost my bones and armature when it was re-imported. Is this to be expected? Isn't there a better way to lock the scale like the
3DSMax box trick??
3) Default material Setup section: "this will create a neutral texture only setup for the DTS export". What makes this the default, and what should be selected if anything in the Environmental Map browser? Seems like a default texture would have the image in the color channel, with texture map color shader selected.
TIA
Alex
About the author
#2
11/30/2004 (7:10 pm)
Matt, thanks!
#3
TIA
02/19/2005 (2:37 am)
Hi Matt - I downloaded the sample with animation and I am trying to export to dts. Im not sure what I need to have selected when I save to dts. I am new to GS 1.6 and have been trying to get an animation exported with no luck. When I save to dts it doesnt include the animation.TIA
#4
Its a bit confusing because GameSpace has built in DTS support that was written by a different company other than Dark Industries. The built in version "just works" but it doesnt have the same feature support as the version that we wrote.
Other wise if you hit the play button in gameSpace and you can see the animation play back in the sample file above it should export properly.
Let me know if you have any propblems.
02/19/2005 (6:29 am)
The most comon problem for new users are not haveing the DTS 2.0 plugin installed. If you dont see an icon on your toolbar that says DTS 2 its not installed.Its a bit confusing because GameSpace has built in DTS support that was written by a different company other than Dark Industries. The built in version "just works" but it doesnt have the same feature support as the version that we wrote.
Other wise if you hit the play button in gameSpace and you can see the animation play back in the sample file above it should export properly.
Let me know if you have any propblems.
#5
Thanks much!
02/19/2005 (2:28 pm)
Thanks Matt, thats exactly what it was. I installed it using the .exe installer but it didn't include it on the toolbar. I used the 'Install new Gamespace extention' and it shows up now and the animation exports.Thanks much!
#7
So, for example; in your scene, the Notes might read as follows
02/20/2005 (9:23 am)
@Tom: I am looking at the scene in question; first thing I noticed that might be keeping the animation from exporting is that the sequence marker object _sequence::flex has no information in it's Object Notes. You'll need to define the sequence parameters in this dialog, brought up by selecting the sequence marker object and clicking on the notepad icon; of it's object menu. startFrame, endFrame, cyclic, etc....in the documentation, it describes this step and the available parameters to note.So, for example; in your scene, the Notes might read as follows
startFrame 0 endFrame 20 cyclic true frameRate 20....as an example of the data you'd input. frameRate can be any you'd like, I think the default is 30??
#8
02/20/2005 (10:05 am)
You the man Rex. That was it - Thanks
#9
I've used the sample DTS file with skeletal animation, given by Matt Summers. I'm using Dark Industries' V2.0 DTS Exporter. I'm having trouble getting it to work inside TGE. I can export the shape easily enough and the texture works fine, but it just sits there and does nothing. How do I get its animation started?
03/31/2005 (8:08 am)
Nub question,I've used the sample DTS file with skeletal animation, given by Matt Summers. I'm using Dark Industries' V2.0 DTS Exporter. I'm having trouble getting it to work inside TGE. I can export the shape easily enough and the texture works fine, but it just sits there and does nothing. How do I get its animation started?
#10
Nothing will simply 'work' in TGE,even when placed via the MissionTree....everything needs some form of programming to begin doing anything inside Torque. It's the nature of the engine. It is a programmers engine, needing to be told every single command towards building a game. Very few things will work by just creating a sequence. Damage is probably the only one I know of right off hand. Meaning if you create a 'damage' sequence...it 'should' fire when the item takes damage, if it has the proper setup.
03/31/2005 (2:43 pm)
To become an 'object' inside the engine and actually do something beyond sitting there, a script must be generated declaring the sequence and how/when to play it. Most 'items' pickups, etc...have an 'ambient' sequence. Usually when these items enter the world and start playing their 'ambient' animation, it's done with their onAdd function.Nothing will simply 'work' in TGE,even when placed via the MissionTree....everything needs some form of programming to begin doing anything inside Torque. It's the nature of the engine. It is a programmers engine, needing to be told every single command towards building a game. Very few things will work by just creating a sequence. Damage is probably the only one I know of right off hand. Meaning if you create a 'damage' sequence...it 'should' fire when the item takes damage, if it has the proper setup.
#11
:}
04/02/2005 (6:14 am)
Yup. I see what you mean. I've read through the documentation and .dts's with animations need to be declared before they're even recognised as non-static objects. :} I found one handy bit of code that'll save some trouble for other nubs who follow in my footseps.function Flag::onAdd(%this,%obj)
{ %obj.playThread(0,"nameOfSequence");
}:}
#12
04/03/2005 (2:07 pm)
Ah, glad to see your success, Matt....:).
#13
Thanks,
Ed
04/12/2005 (9:00 am)
I noticed that the docs for the DTS exporter don't talk about "Item" objects (too simple I guess... hehe)... is there anything special that needs to be set up for a TGE "Item"? How about a just a static shape?Thanks,
Ed
#14

Here's an 'Item' shape:

The hierarchy remains pretty much the same, you've got the main objectTree and the shape subTree, named base01 and start01 respectively...if you mean 'Item' in the sense of a pickup, not sure if it needs a collision mesh, but the hierarchy I believe should remain the same.
Oh, if it's super duper simple, with no collision, as a health pickup would be[no inventory item], you may need to buid a geomety 'dummy' of a simple cube or 3-sided pyramid, to supply the second object within the GameSpace scene to correctly generate the IK grouping...the base01 and start01 groups....
04/12/2005 (9:12 pm)
I think any 'shape' exported thru gS needs to be setup in the way the engine expects to find the object. Here's one I just did: It's a deco/staticShape. It has animations, scripting...so it's not 'static' in the animation sense.
Here's an 'Item' shape:

The hierarchy remains pretty much the same, you've got the main objectTree and the shape subTree, named base01 and start01 respectively...if you mean 'Item' in the sense of a pickup, not sure if it needs a collision mesh, but the hierarchy I believe should remain the same.
Oh, if it's super duper simple, with no collision, as a health pickup would be[no inventory item], you may need to buid a geomety 'dummy' of a simple cube or 3-sided pyramid, to supply the second object within the GameSpace scene to correctly generate the IK grouping...the base01 and start01 groups....
Associate Matt Summers
Dark Industries
sample file
Here is a sample scene for a DTS file with skeletal animation:
Sample File
You'll want to look at the grouping structure in the scene editor as well as the contents of the object notes of things like sequence markers and such.
2) Another member of the community wrote a plugin that freezes the scale of object in gameSpace and trueSpace the file pack is here and more info about the files is in the forums here.
Best thing to do is freeze the scale of your mesh before you go to add your bones and skinning.
3) Because the sliders in the reflectance shader and in the color shader are used to turn on and off DTS material properties you must set default positions of the sliders to the settings in the doc and then change the sliders as your textures require to turn of the properties you require for your material effects. The file pack above has some material presets as well you might want to use them as well.