How to unlink skin..
by Thomas Shaw · in Torque Game Engine · 01/28/2005 (5:35 pm) · 4 replies
I fear I will get the typical "read the documentation" short response (which I have done), but here goes....
In 3dsmax 6, I get this message when exporting my character model to DTS: "Skin found on linked node "player2" -- skin must be unlinked.."
Ok. Originally, i was thinking this was the result of having a modifier (SKin) in the stack ontop of my mesh. However, I don't see a way to get around that.... the skin modifier is the thing making the mesh move!
Obviously, I am mis-understanding some finer point. I am pretty sure (please correct me) that the dts exporter calls the actual geometry mesh the SKIN. Is that right?
So, which skin is the error talking about?
Also, when people talk about "linking" in MAX they are referring to creating Parent/Child relationships right?
In 3dsmax 6, I get this message when exporting my character model to DTS: "Skin found on linked node "player2" -- skin must be unlinked.."
Ok. Originally, i was thinking this was the result of having a modifier (SKin) in the stack ontop of my mesh. However, I don't see a way to get around that.... the skin modifier is the thing making the mesh move!
Obviously, I am mis-understanding some finer point. I am pretty sure (please correct me) that the dts exporter calls the actual geometry mesh the SKIN. Is that right?
So, which skin is the error talking about?
Also, when people talk about "linking" in MAX they are referring to creating Parent/Child relationships right?
#2
01/28/2005 (8:15 pm)
The mesh that has the skin modifier on it must be unlinked from the heirarchy.. select the mesh.. find the unlink button on the top.. press it.. it is unlinked, and provided you have set it up correctly, you will not get this error anymore.
#3
07/11/2005 (9:08 pm)
I'm having serious problems with the DTS exporter. If I skin a mesh and try to export it, the exporter says that I need to unlink the skinned mesh. If I do so, the exporter says that there are no details to export, so the mesh doesn't open in ShowTool. What's wrong with it? I've followed the tutorials about this, but always the same problem happens. Do anyone knows how to solve it? It seems that there is no "rational" way to solve this, as the tutorials says to do.
#4
07/11/2005 (9:14 pm)
Several things.. one. your mesh with the skin modifier on it can not be part of the shape heirarchy.. next, you need to make sure that the mesh has a trailking number that matches the detail markers you have set up on your shape.. also check that you did not inadvertently create a dummy with a trailing number at the top level of your heirarchy, as it will create a detail level without a mesh to go with (an empty detail level)
Torque Owner Ishbuu
I'm not really sure if you can make skinned objects "unlinked" without deleting the skin modifier and reskinning it (Logan, correct me lol) but the way I do it is select the mesh which I'm gonna rig and then "unlink selected" in the heirarchy window. (lookin for right sp) For me I make sure its unlinked before I apply the skin modifer. Once again, my methods might be unneccisarilly irritating.
I know it might be a pain, but listen to a response from someone more experianced than me for stuff on this :).
[Ishbuu]