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Help with 3dmax player character

by Steven Coyle · in Technical Issues · 12/09/2004 (1:40 pm) · 8 replies

I have read the documentation about exporting a player model but I am confused about making the dummies and detail nodes etc. Which ones do you need and where do they go the eye one was self explanitory but i'm not sure about the rest

thanks

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  • #1
    12/09/2004 (6:00 pm)
    Steven, a good place to look is in the player.max file located in the player directory. If all the nodes arent showing up when you first open the file, it just means they are hidden. Unhide all objects and you are good to go. Also, its a good idea to open your heirarchy view and, again, do unhide all (in case the nodes arent showing up in that as well).

    I know its a bit confusing when you first start out. Read the documentation as you are looking at the player.max file. Its a lot to absorb all at once, so just take it step by step; it all becomes second nature eventually. :)
    #2
    12/09/2004 (7:11 pm)
    There is some tricky "hidden" and "frozen" bits on that player model. You have to display frozen or some weird command in max I think.
    #3
    12/09/2004 (8:42 pm)
    Http://tork.beffy.de/_tutorials/Modelling/simpleobjects/simplecharacter.html

    This one describes placement 'dummy' pretty well.

    Regards,
    #4
    12/11/2004 (3:05 pm)
    Thanks for all your help. I have made two models the first i used the skeleton from the max filepack the second i made my own skeleton theyboth work in the engine except that the one i made with my own skeleton when in 3rd person mode the camera is at his feet. When he is animating running or whatever it is fine its just when he is idle.
    I have moved all the nodes around and nothing seems to make any difference any help would be appreciated.
    #5
    12/11/2004 (5:25 pm)
    What version of MAX are you all using. I load player.max and it has no shape... Am I missing a plugin or something? I'm using MAX 5.
    #6
    12/11/2004 (5:53 pm)
    I have max 4 and 6 and it works fine with both of those, and no plugins were needed. Right click and Select Unhide all maybe it got hidden somehow
    #7
    12/11/2004 (6:21 pm)
    Steven@
    Make sure to UNCHECK "Collapse Transform" in your DTS parameters panel. Its with the exporter. By default its turned on. If you uncheck it then, scroll down to "Configuration Control" and do a "Save as Default config" then it will stay off by default.
    In the same note make sure when you ready to export animations you turn "Collapse Transform" back ON. Basically this option collapses all the Dummies (IE eye, cam, mount ect..) And the engine then wont recognize these nodes. SO you defualt to the pivot point of your bounding box. You need them in the file but not active for animations.

    Now you still may get problems. Your also going to want to write a config file to add to the directory in which you are saving your MAX file. The config file will say somthing along the lines of.
    AlwaysExport:


    NeverExport:


    You can refer to the DTS Doc's for more info on config files.

    Hope that helps
    Matt

    PS you should start posting MAX related questions in the Torque Art public area If you want good fast answers to your problems.:)
    #8
    12/12/2004 (3:48 pm)
    Actually it crashes... i debugged the source and it is in direct correlation with the MultiRes plugin. So oh well... it's using an interface to get the info, IParamBlock pointer... and it looks like it returens the pointer fine... but when it attempts to run GetValue it bombs.

    I am going to go ahead and try it with max4 and see if i get the same errors. Is max 5 just the black-sheep or what?