A Few Problems and Questions
by Griffin Milsap · in Artist Corner · 02/12/2005 (12:09 pm) · 9 replies
I've made a few character models in the past and have gotten to various stages before the entire model got to the point where I didn't even want to work with it. The latest one is just a base I downloaded, rigged, animated, and exported. I didn't make the mesh, and I havn't made a texture for it.
I read through the 3ds max 7 documentation and animated the character, and I have a few sequences animated. This is where my first few questions come in.
1. Do I make separate sequence objects for every animation loop I've animated, or do I make one?
2. Does it matter where I place the sequence object?
3. What is the correct way to export a sequence?
Those are the first 3 questions. The next ones deal with the mesh itself.
In order to export it, I put in all of the necessary nodes, and objects like the bounds, eye, cam, detail, col, collision, multires, and mount points and linked them all up as close to the schematic diagram in the general torque documentation as I could. I highlighted everything and clicked "Export Shape" on the exporter. It made the dts file. Then I highlighted a sequence object and clicked export sequence. I repeated that last part 6 times, one for each sequence.
Then I loaded up the model in the regular show tool and looked at it.
Since the model doesnt have a texture, it showed up as white, (to be expected) but instead of standing up, he was laying on his back and completely inside out. My last few questions are as follows:
4. Is there any way I can turn my guy 90 degrees without messing up the rig?
5. Is there any way to turn him right side out without messing up anything?
6. Could the inside out-ness be caused by the lack of texture?
Any help would be appreciated. This is the first character model I've exported, and I would like it if I could be having him work correctly by the end of the day.
Thanks,
Griff
I read through the 3ds max 7 documentation and animated the character, and I have a few sequences animated. This is where my first few questions come in.
1. Do I make separate sequence objects for every animation loop I've animated, or do I make one?
2. Does it matter where I place the sequence object?
3. What is the correct way to export a sequence?
Those are the first 3 questions. The next ones deal with the mesh itself.
In order to export it, I put in all of the necessary nodes, and objects like the bounds, eye, cam, detail, col, collision, multires, and mount points and linked them all up as close to the schematic diagram in the general torque documentation as I could. I highlighted everything and clicked "Export Shape" on the exporter. It made the dts file. Then I highlighted a sequence object and clicked export sequence. I repeated that last part 6 times, one for each sequence.
Then I loaded up the model in the regular show tool and looked at it.
Since the model doesnt have a texture, it showed up as white, (to be expected) but instead of standing up, he was laying on his back and completely inside out. My last few questions are as follows:
4. Is there any way I can turn my guy 90 degrees without messing up the rig?
5. Is there any way to turn him right side out without messing up anything?
6. Could the inside out-ness be caused by the lack of texture?
Any help would be appreciated. This is the first character model I've exported, and I would like it if I could be having him work correctly by the end of the day.
Thanks,
Griff
About the author
#2
Question number 4 is in reference to my model. When I load him up in the show tool, he is laying on his back, and he isn't standing up. Thats what I mean by turning him 90 degrees, so he stands up in game.
02/12/2005 (2:34 pm)
Question number 2 is in reference to MAX. When you create a sequence object, it shows up like a dummy object. I was wondering if this object needed to be placed anywhere special.Question number 4 is in reference to my model. When I load him up in the show tool, he is laying on his back, and he isn't standing up. Thats what I mean by turning him 90 degrees, so he stands up in game.
#3
4. Set the pivot, green forward, blue up. I don't have Max open to give you exacts, but its in the exporter docs.
02/12/2005 (2:44 pm)
2. IIRC it doesn't matter at all. I keep all my dummys within the bounds box, but I'm not positive that matters. I like to keep them very small, just large enough to see they are there, small enough they don't bother me working.4. Set the pivot, green forward, blue up. I don't have Max open to give you exacts, but its in the exporter docs.
#4
Thanks!
02/12/2005 (2:47 pm)
Ok, That sounds like a logical solution! I think I fixed the inside out problem. It thought it had a texture when it didnt, and now that I reloaded it, it seems to be in working order.Thanks!
#5
2. Not at all
4. Rotate the pivot of the bounding box
5. Sounds like inverted normals...iirc there is an option low on the mesh modifier to invert all of the normals.
02/12/2005 (2:50 pm)
1. Yes, you have to have a separate sequnce object for each sequence/animation like root, run, jump, ambient, fart, etc. You can bake them into the model or export them to separate dsq's.2. Not at all
4. Rotate the pivot of the bounding box
5. Sounds like inverted normals...iirc there is an option low on the mesh modifier to invert all of the normals.
#6
Is it required?
How do I set it up?
Edit: Still inverted... Going to try inverting mesh normals.
Resetting the bounding box helped tons though! Thanks!
Edit2: I cant find any invert normals button on either the editable mesh or edit normals modifier. Any help?
02/12/2005 (2:52 pm)
What is the root animation?Is it required?
How do I set it up?
Edit: Still inverted... Going to try inverting mesh normals.
Resetting the bounding box helped tons though! Thanks!
Edit2: I cant find any invert normals button on either the editable mesh or edit normals modifier. Any help?
#7
02/12/2005 (3:21 pm)
For the normal modifier look in the meny ,modifiers, mesh editing.
#8
It turns out you have to select all of the faces on the mesh in order to invert normals. Thats what I did, and now the model desplays beautifully! Thanks for all of the help,
Griff.
02/12/2005 (3:25 pm)
I know where the normal modifier is, but thanks for the help!It turns out you have to select all of the faces on the mesh in order to invert normals. Thats what I did, and now the model desplays beautifully! Thanks for all of the help,
Griff.
#9
02/12/2005 (3:40 pm)
"root" is the idle/default animation for player characters. If you try to use a model w/o a root animation the engine used to crash (I *think* that it just errors at you these days but don't hold me to that). There are a bunch of other animations that the player class looks for but I couldn't name them off the top of my head. The dsq's in the orc folder are a pretty good indication (it has some you don't need). There is more detailed docs on the expected animations for the player in the docs that comes with the BraveTree Girl Pack. Outside of the player class it depends on the type of object you are modelling (for example WheeledVehicles look for a matching "spring#" animation to control the movement of the tires.
Torque 3D Owner Billy L
2. if you mean in torque you define the placement in the objects .cs file.
3. do the animation , add a sequence ,set the keys and export.
4. ?
5 . Try the Reset XForm or try a Normal modifer.
6. no i dont think so i export models without textures and they work fine.
Correct me someone if im wrong !
Edit
I dont think i understand the first question right.