Exporting animation sequence from 3DSMAX
by Navin Kumar · in Artist Corner · 02/01/2005 (11:50 pm) · 16 replies
Hi,
We have problem exporting character animation sequence from 3DSMAX 6. the animation is based on CS biped. when we export .dsq, the exporter says, exported successfully, but the exported file is empty.
Even we tried exporting the animation from Maya 6, but we were not successful.
Do we need a .cs or .cfg file associated to it, while exporting?
If yes, what kind of script needs to be written into these files?
What is the actual procedure to be followed to export the animation?
Please help us in this process.
Thank you
We have problem exporting character animation sequence from 3DSMAX 6. the animation is based on CS biped. when we export .dsq, the exporter says, exported successfully, but the exported file is empty.
Even we tried exporting the animation from Maya 6, but we were not successful.
Do we need a .cs or .cfg file associated to it, while exporting?
If yes, what kind of script needs to be written into these files?
What is the actual procedure to be followed to export the animation?
Please help us in this process.
Thank you
#2
The dump file generated is as below, please let me know if this is of any use to solve the problem.
Thank you
Max file E:\male_throw.max exported to E:\male_throw.dsq
Exported on Wed Feb 02 16:07:51 2005
Config file not found.
First pass: collect useful nodes...
Processing Node Male player_02 with parent Scene Root
Mesh Node "Male player_02" with parent "Scene Root" added to entry list
Processing Node Particle View 01 with parent Scene Root
Found subtree starting at Node "Particle View 01"
Processing Node base02 with parent Scene Root
Found subtree starting at Node "base02"
Processing Node start02 with parent base02
Processing Node Mpl_02 base with parent start02
Processing Node Mpl_02 Footsteps with parent Mpl_02 base
Processing Node Mpl_02 Pelvis with parent Mpl_02 base
Processing Node Mpl_02 Spine with parent Mpl_02 Pelvis
Processing Node Mpl_02 Spine1 with parent Mpl_02 Spine
Processing Node Mpl_02 Spine2 with parent Mpl_02 Spine1
Processing Node Mpl_02 Spine3 with parent Mpl_02 Spine2
Processing Node Mpl_02 Neck with parent Mpl_02 Spine3
Processing Node Mpl_02 Head with parent Mpl_02 Neck
Processing Node Mpl_02 HeadNub with parent Mpl_02 Head
Processing Node Mpl_02 L Clavicle with parent Mpl_02 Neck
Processing Node Mpl_02 L UpperArm with parent Mpl_02 L Clavicle
Processing Node Mpl_02 L Forearm with parent Mpl_02 L UpperArm
Processing Node Mpl_02 L Hand with parent Mpl_02 L Forearm
Processing Node Mpl_02 L Finger0 with parent Mpl_02 L Hand
Processing Node Mpl_02 L Finger0Nub with parent Mpl_02 L Finger0
Processing Node Mpl_02 L ForeTwist with parent Mpl_02 L UpperArm
Processing Node Mpl_02 L ForeTwist1 with parent Mpl_02 L ForeTwist
Processing Node Mpl_02 L ForeTwist2 with parent Mpl_02 L ForeTwist1
Processing Node Mpl_02 R Clavicle with parent Mpl_02 Neck
Processing Node Mpl_02 R UpperArm with parent Mpl_02 R Clavicle
Processing Node Mpl_02 R Forearm with parent Mpl_02 R UpperArm
Processing Node Mpl_02 R Hand with parent Mpl_02 R Forearm
Processing Node Mpl_02 R Finger0 with parent Mpl_02 R Hand
Processing Node Mpl_02 R Finger0Nub with parent Mpl_02 R Finger0
Processing Node Mpl_02 R ForeTwist with parent Mpl_02 R UpperArm
Processing Node Mpl_02 R ForeTwist1 with parent Mpl_02 R ForeTwist
Processing Node Mpl_02 R ForeTwist2 with parent Mpl_02 R ForeTwist1
Processing Node Mpl_02 L Thigh with parent Mpl_02 Spine
Processing Node Mpl_02 L Calf with parent Mpl_02 L Thigh
Processing Node Mpl_02 L Foot with parent Mpl_02 L Calf
Processing Node Mpl_02 L Toe0 with parent Mpl_02 L Foot
Processing Node Mpl_02 L Toe0Nub with parent Mpl_02 L Toe0
Processing Node Mpl_02 R Thigh with parent Mpl_02 Spine
Processing Node Mpl_02 R Calf with parent Mpl_02 R Thigh
Processing Node Mpl_02 R Foot with parent Mpl_02 R Calf
Processing Node Mpl_02 R Toe0 with parent Mpl_02 R Foot
Processing Node Mpl_02 R Toe0Nub with parent Mpl_02 R Toe0
Processing Node base01 with parent start02
Processing Node start01 with parent base01
Processing Node bounds with parent start02
Bounding box found
Processing Node detail-1 with parent base02
continued.....
02/02/2005 (2:53 am)
Thanks Clint, The dump file generated is as below, please let me know if this is of any use to solve the problem.
Thank you
Max file E:\male_throw.max exported to E:\male_throw.dsq
Exported on Wed Feb 02 16:07:51 2005
Config file not found.
First pass: collect useful nodes...
Processing Node Male player_02 with parent Scene Root
Mesh Node "Male player_02" with parent "Scene Root" added to entry list
Processing Node Particle View 01 with parent Scene Root
Found subtree starting at Node "Particle View 01"
Processing Node base02 with parent Scene Root
Found subtree starting at Node "base02"
Processing Node start02 with parent base02
Processing Node Mpl_02 base with parent start02
Processing Node Mpl_02 Footsteps with parent Mpl_02 base
Processing Node Mpl_02 Pelvis with parent Mpl_02 base
Processing Node Mpl_02 Spine with parent Mpl_02 Pelvis
Processing Node Mpl_02 Spine1 with parent Mpl_02 Spine
Processing Node Mpl_02 Spine2 with parent Mpl_02 Spine1
Processing Node Mpl_02 Spine3 with parent Mpl_02 Spine2
Processing Node Mpl_02 Neck with parent Mpl_02 Spine3
Processing Node Mpl_02 Head with parent Mpl_02 Neck
Processing Node Mpl_02 HeadNub with parent Mpl_02 Head
Processing Node Mpl_02 L Clavicle with parent Mpl_02 Neck
Processing Node Mpl_02 L UpperArm with parent Mpl_02 L Clavicle
Processing Node Mpl_02 L Forearm with parent Mpl_02 L UpperArm
Processing Node Mpl_02 L Hand with parent Mpl_02 L Forearm
Processing Node Mpl_02 L Finger0 with parent Mpl_02 L Hand
Processing Node Mpl_02 L Finger0Nub with parent Mpl_02 L Finger0
Processing Node Mpl_02 L ForeTwist with parent Mpl_02 L UpperArm
Processing Node Mpl_02 L ForeTwist1 with parent Mpl_02 L ForeTwist
Processing Node Mpl_02 L ForeTwist2 with parent Mpl_02 L ForeTwist1
Processing Node Mpl_02 R Clavicle with parent Mpl_02 Neck
Processing Node Mpl_02 R UpperArm with parent Mpl_02 R Clavicle
Processing Node Mpl_02 R Forearm with parent Mpl_02 R UpperArm
Processing Node Mpl_02 R Hand with parent Mpl_02 R Forearm
Processing Node Mpl_02 R Finger0 with parent Mpl_02 R Hand
Processing Node Mpl_02 R Finger0Nub with parent Mpl_02 R Finger0
Processing Node Mpl_02 R ForeTwist with parent Mpl_02 R UpperArm
Processing Node Mpl_02 R ForeTwist1 with parent Mpl_02 R ForeTwist
Processing Node Mpl_02 R ForeTwist2 with parent Mpl_02 R ForeTwist1
Processing Node Mpl_02 L Thigh with parent Mpl_02 Spine
Processing Node Mpl_02 L Calf with parent Mpl_02 L Thigh
Processing Node Mpl_02 L Foot with parent Mpl_02 L Calf
Processing Node Mpl_02 L Toe0 with parent Mpl_02 L Foot
Processing Node Mpl_02 L Toe0Nub with parent Mpl_02 L Toe0
Processing Node Mpl_02 R Thigh with parent Mpl_02 Spine
Processing Node Mpl_02 R Calf with parent Mpl_02 R Thigh
Processing Node Mpl_02 R Foot with parent Mpl_02 R Calf
Processing Node Mpl_02 R Toe0 with parent Mpl_02 R Foot
Processing Node Mpl_02 R Toe0Nub with parent Mpl_02 R Toe0
Processing Node base01 with parent start02
Processing Node start01 with parent base01
Processing Node bounds with parent start02
Bounding box found
Processing Node detail-1 with parent base02
continued.....
#3
Adding detail named "detail-1" of size -1 to subtree "base02".
Adding node "base02" with parent "base02" to subtree rooted on max-node "base02".
Adding node "start02" with parent "base02" to subtree rooted on max-node "base02".
Adding node "Mpl_02 base" with parent "start02" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Footsteps" with parent "Mpl_02 base" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Pelvis" with parent "Mpl_02 base" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine" with parent "Mpl_02 Pelvis" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine1" with parent "Mpl_02 Spine" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine2" with parent "Mpl_02 Spine1" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine3" with parent "Mpl_02 Spine2" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Neck" with parent "Mpl_02 Spine3" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Head" with parent "Mpl_02 Neck" to subtree rooted on max-node "base02".
Adding node "Mpl_02 HeadNub" with parent "Mpl_02 Head" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Clavicle" with parent "Mpl_02 Neck" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L UpperArm" with parent "Mpl_02 L Clavicle" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Forearm" with parent "Mpl_02 L UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Hand" with parent "Mpl_02 L Forearm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Finger0" with parent "Mpl_02 L Hand" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Finger0Nub" with parent "Mpl_02 L Finger0" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L ForeTwist" with parent "Mpl_02 L UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L ForeTwist1" with parent "Mpl_02 L ForeTwist" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L ForeTwist2" with parent "Mpl_02 L ForeTwist1" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Clavicle" with parent "Mpl_02 Neck" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R UpperArm" with parent "Mpl_02 R Clavicle" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Forearm" with parent "Mpl_02 R UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Hand" with parent "Mpl_02 R Forearm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Finger0" with parent "Mpl_02 R Hand" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Finger0Nub" with parent "Mpl_02 R Finger0" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R ForeTwist" with parent "Mpl_02 R UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R ForeTwist1" with parent "Mpl_02 R ForeTwist" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R ForeTwist2" with parent "Mpl_02 R ForeTwist1" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Thigh" with parent "Mpl_02 Spine" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Calf" with parent "Mpl_02 L Thigh" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Foot" with parent "Mpl_02 L Calf" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Toe0" with parent "Mpl_02 L Foot" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Toe0Nub" with parent "Mpl_02 L Toe0" to subtree rooted on max-node "base02".
continued.....
02/02/2005 (2:56 am)
Second pass: put shape structure together...Adding detail named "detail-1" of size -1 to subtree "base02".
Adding node "base02" with parent "base02" to subtree rooted on max-node "base02".
Adding node "start02" with parent "base02" to subtree rooted on max-node "base02".
Adding node "Mpl_02 base" with parent "start02" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Footsteps" with parent "Mpl_02 base" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Pelvis" with parent "Mpl_02 base" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine" with parent "Mpl_02 Pelvis" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine1" with parent "Mpl_02 Spine" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine2" with parent "Mpl_02 Spine1" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Spine3" with parent "Mpl_02 Spine2" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Neck" with parent "Mpl_02 Spine3" to subtree rooted on max-node "base02".
Adding node "Mpl_02 Head" with parent "Mpl_02 Neck" to subtree rooted on max-node "base02".
Adding node "Mpl_02 HeadNub" with parent "Mpl_02 Head" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Clavicle" with parent "Mpl_02 Neck" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L UpperArm" with parent "Mpl_02 L Clavicle" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Forearm" with parent "Mpl_02 L UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Hand" with parent "Mpl_02 L Forearm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Finger0" with parent "Mpl_02 L Hand" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Finger0Nub" with parent "Mpl_02 L Finger0" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L ForeTwist" with parent "Mpl_02 L UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L ForeTwist1" with parent "Mpl_02 L ForeTwist" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L ForeTwist2" with parent "Mpl_02 L ForeTwist1" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Clavicle" with parent "Mpl_02 Neck" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R UpperArm" with parent "Mpl_02 R Clavicle" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Forearm" with parent "Mpl_02 R UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Hand" with parent "Mpl_02 R Forearm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Finger0" with parent "Mpl_02 R Hand" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Finger0Nub" with parent "Mpl_02 R Finger0" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R ForeTwist" with parent "Mpl_02 R UpperArm" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R ForeTwist1" with parent "Mpl_02 R ForeTwist" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R ForeTwist2" with parent "Mpl_02 R ForeTwist1" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Thigh" with parent "Mpl_02 Spine" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Calf" with parent "Mpl_02 L Thigh" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Foot" with parent "Mpl_02 L Calf" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Toe0" with parent "Mpl_02 L Foot" to subtree rooted on max-node "base02".
Adding node "Mpl_02 L Toe0Nub" with parent "Mpl_02 L Toe0" to subtree rooted on max-node "base02".
continued.....
#4
Adding node "Mpl_02 R Calf" with parent "Mpl_02 R Thigh" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Foot" with parent "Mpl_02 R Calf" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Toe0" with parent "Mpl_02 R Foot" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Toe0Nub" with parent "Mpl_02 R Toe0" to subtree rooted on max-node "base02".
Adding node "base01" with parent "start02" to subtree rooted on max-node "base02".
Adding node "start01" with parent "base01" to subtree rooted on max-node "base02".
Adding object named "Male player_".
Adding mesh of size 2 to object "Male player_".
Third pass: Collapsing unneeded nodes...
Removing node "base02"
Removing node "start02"
Removing node "Mpl_02 base"
Removing node "Mpl_02 Footsteps"
Removing node "Mpl_02 Pelvis"
Removing node "Mpl_02 Spine"
Removing node "Mpl_02 Spine1"
Removing node "Mpl_02 Spine2"
Removing node "Mpl_02 Spine3"
Removing node "Mpl_02 Neck"
Removing node "Mpl_02 Head"
Removing node "Mpl_02 HeadNub"
Removing node "Mpl_02 L Clavicle"
Removing node "Mpl_02 L UpperArm"
Removing node "Mpl_02 L Forearm"
Removing node "Mpl_02 L Hand"
Removing node "Mpl_02 L Finger0"
Removing node "Mpl_02 L Finger0Nub"
Removing node "Mpl_02 L ForeTwist"
Removing node "Mpl_02 L ForeTwist1"
Removing node "Mpl_02 L ForeTwist2"
Removing node "Mpl_02 R Clavicle"
Removing node "Mpl_02 R UpperArm"
Removing node "Mpl_02 R Forearm"
Removing node "Mpl_02 R Hand"
Removing node "Mpl_02 R Finger0"
Removing node "Mpl_02 R Finger0Nub"
Removing node "Mpl_02 R ForeTwist"
Removing node "Mpl_02 R ForeTwist1"
Removing node "Mpl_02 R ForeTwist2"
Removing node "Mpl_02 L Thigh"
Removing node "Mpl_02 L Calf"
Removing node "Mpl_02 L Foot"
Removing node "Mpl_02 L Toe0"
Removing node "Mpl_02 L Toe0Nub"
Removing node "Mpl_02 R Thigh"
Removing node "Mpl_02 R Calf"
Removing node "Mpl_02 R Foot"
Removing node "Mpl_02 R Toe0"
Removing node "Mpl_02 R Toe0Nub"
Removing node "base01"
Removing node "start01"
Add default object states...
Add default node states...
Adding 0 sequences...
02/02/2005 (2:57 am)
Adding node "Mpl_02 R Thigh" with parent "Mpl_02 Spine" to subtree rooted on max-node "base02".Adding node "Mpl_02 R Calf" with parent "Mpl_02 R Thigh" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Foot" with parent "Mpl_02 R Calf" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Toe0" with parent "Mpl_02 R Foot" to subtree rooted on max-node "base02".
Adding node "Mpl_02 R Toe0Nub" with parent "Mpl_02 R Toe0" to subtree rooted on max-node "base02".
Adding node "base01" with parent "start02" to subtree rooted on max-node "base02".
Adding node "start01" with parent "base01" to subtree rooted on max-node "base02".
Adding object named "Male player_".
Adding mesh of size 2 to object "Male player_".
Third pass: Collapsing unneeded nodes...
Removing node "base02"
Removing node "start02"
Removing node "Mpl_02 base"
Removing node "Mpl_02 Footsteps"
Removing node "Mpl_02 Pelvis"
Removing node "Mpl_02 Spine"
Removing node "Mpl_02 Spine1"
Removing node "Mpl_02 Spine2"
Removing node "Mpl_02 Spine3"
Removing node "Mpl_02 Neck"
Removing node "Mpl_02 Head"
Removing node "Mpl_02 HeadNub"
Removing node "Mpl_02 L Clavicle"
Removing node "Mpl_02 L UpperArm"
Removing node "Mpl_02 L Forearm"
Removing node "Mpl_02 L Hand"
Removing node "Mpl_02 L Finger0"
Removing node "Mpl_02 L Finger0Nub"
Removing node "Mpl_02 L ForeTwist"
Removing node "Mpl_02 L ForeTwist1"
Removing node "Mpl_02 L ForeTwist2"
Removing node "Mpl_02 R Clavicle"
Removing node "Mpl_02 R UpperArm"
Removing node "Mpl_02 R Forearm"
Removing node "Mpl_02 R Hand"
Removing node "Mpl_02 R Finger0"
Removing node "Mpl_02 R Finger0Nub"
Removing node "Mpl_02 R ForeTwist"
Removing node "Mpl_02 R ForeTwist1"
Removing node "Mpl_02 R ForeTwist2"
Removing node "Mpl_02 L Thigh"
Removing node "Mpl_02 L Calf"
Removing node "Mpl_02 L Foot"
Removing node "Mpl_02 L Toe0"
Removing node "Mpl_02 L Toe0Nub"
Removing node "Mpl_02 R Thigh"
Removing node "Mpl_02 R Calf"
Removing node "Mpl_02 R Foot"
Removing node "Mpl_02 R Toe0"
Removing node "Mpl_02 R Toe0Nub"
Removing node "base01"
Removing node "start01"
Add default object states...
Add default node states...
Adding 0 sequences...
#5
02/02/2005 (2:58 am)
As per the last line it says 0 sequences are added.
#6
Hmm... Do you have a sequence node that has keyframes set for the range you want to export? That got me the first time I exported a DSQ.
Cheers,
Paul Mikulecky
Lost Pencil Animation Studios Inc.
http://www.lostpencil.com
"The art of character animation is to try
to catch lightning in a bottle.... one volt
at a time." Brad Bird
02/02/2005 (11:42 am)
Hey Navin,Hmm... Do you have a sequence node that has keyframes set for the range you want to export? That got me the first time I exported a DSQ.
Cheers,
Paul Mikulecky
Lost Pencil Animation Studios Inc.
http://www.lostpencil.com
"The art of character animation is to try
to catch lightning in a bottle.... one volt
at a time." Brad Bird
#7
in the opening part of your dump file.
that's for my land sequence, but you get the idea.
02/02/2005 (5:49 pm)
Yes if you had a sequence node set up you'd see something likeQuote:
Processing Node land with parent Scene Root
Sequence land found.
in the opening part of your dump file.
that's for my land sequence, but you get the idea.
#8
yes, I missed to create the sequence node.
After creating the sequence node I could export the animation successfully but no animation found when checked with "Torque Show tool".
I'm providing all the files at the following link. Can someone Please check the files and let me know what was wrong?
f1.pg.briefcase.yahoo.com/bc/nkpatro/lst2?.tok=bcRmCFCB8g8VCBc1&.dir=/Work/Torqu...
02/02/2005 (9:44 pm)
Thanks for your time.yes, I missed to create the sequence node.
After creating the sequence node I could export the animation successfully but no animation found when checked with "Torque Show tool".
I'm providing all the files at the following link. Can someone Please check the files and let me know what was wrong?
f1.pg.briefcase.yahoo.com/bc/nkpatro/lst2?.tok=bcRmCFCB8g8VCBc1&.dir=/Work/Torqu...
#9
02/03/2005 (1:44 am)
Link not working !
#10
f1.pg.briefcase.yahoo.com/bc/nkpatro/lst2?.tok=bcyrwzUB39C8CBc1&.dir=/Work/Torqu...
02/03/2005 (9:31 pm)
Please check this new linkf1.pg.briefcase.yahoo.com/bc/nkpatro/lst2?.tok=bcyrwzUB39C8CBc1&.dir=/Work/Torqu...
#11
Can't tell much from the files. The DTS loads, the DSQ is empty and the dump file seems truncated. I would need to see the Max file to see if it is set up properly. If you can (NDA's and all that) you could email me the max file and I can take a look.
Cheers,
Paul Mikulecky
Lost Pencil Animation Studios Inc.
http://www.lostpencil.com
"The art of character animation is to try
to catch lightning in a bottle.... one volt
at a time." Brad Bird
02/04/2005 (9:25 am)
Hey Navin,Can't tell much from the files. The DTS loads, the DSQ is empty and the dump file seems truncated. I would need to see the Max file to see if it is set up properly. If you can (NDA's and all that) you could email me the max file and I can take a look.
Cheers,
Paul Mikulecky
Lost Pencil Animation Studios Inc.
http://www.lostpencil.com
"The art of character animation is to try
to catch lightning in a bottle.... one volt
at a time." Brad Bird
#12
i have successfully export my model with .dts and .dsq. after that, i put in inside the Torque show tool to test the animation.
After that, there have show out the animation.
But when i put the .dts n .dsq inside the game, it no show me any animation. Is it when i export i had skip one step already???please help me solve this problem...thanks.
03/07/2005 (9:24 am)
Hey Paul, i'm new member. can i ask u about one question. i have successfully export my model with .dts and .dsq. after that, i put in inside the Torque show tool to test the animation.
After that, there have show out the animation.
But when i put the .dts n .dsq inside the game, it no show me any animation. Is it when i export i had skip one step already???please help me solve this problem...thanks.
#13
Cheers Thanks alot.
03/08/2005 (4:38 am)
How do all? I'm a new member too and i am having the same problem as Samloh. Could anyone help us?Cheers Thanks alot.
#14
03/15/2005 (4:35 pm)
I'm having the same problem too. The DSQ animations play fine in the ShowTool but they won't play in the game when I try to play the threads in my .cs file. Any help with this? Thanks
#15
We are having an exporting problem (not with V12 engine) and the problem seems to be with the "Particle View 01" object which isn't actually in the scene. I'm not sure what this object is but it shouldn't be in the max scene and only appears in the exported file. I searched google for it and found a few related problems all containing this unknown particle view 01 object.
This was in Kevin's post
Processing Node Particle View 01 with parent Scene Root
Found subtree starting at Node "Particle View 01"
I'm thinking its a wierd max bug. If anyone knows what this object is and why max includes it in scenes, I would love to know.
Thanks
11/22/2005 (9:09 pm)
Sorry to bring up an old thread.We are having an exporting problem (not with V12 engine) and the problem seems to be with the "Particle View 01" object which isn't actually in the scene. I'm not sure what this object is but it shouldn't be in the max scene and only appears in the exported file. I searched google for it and found a few related problems all containing this unknown particle view 01 object.
This was in Kevin's post
Processing Node Particle View 01 with parent Scene Root
Found subtree starting at Node "Particle View 01"
I'm thinking its a wierd max bug. If anyone knows what this object is and why max includes it in scenes, I would love to know.
Thanks
#16
To get rid of the object just open the maxscript listener and type delete $'Particle View 01'
11/22/2005 (11:39 pm)
It's no bug. The object is automatically created when you open the particle view window. The easy solution is to simply never open it. =)To get rid of the object just open the maxscript listener and type delete $'Particle View 01'
Torque Owner Clint S. Brewer
you don't have to have a .cs or a .cfg in order to get a dsq to export. you have to have your hierarchy set up correctly, you have to have an dts sequence helper in there, you have to have the begin and end keyframes set for that sequence helper and...I'm sure there's other stuff too I'm not thinking of right now... the dmp file should tell you what went wrong.