Biped COM animation not exporting
by James Harrison · in Artist Corner · 03/04/2005 (3:53 pm) · 3 replies
Hello all,
Just ran into a little problem exporting a DTS with an idle animation in which the Biped COM (hip) is animated and working nicely in Max but no animation of the hip shows up in the ShowTool. I noticed in Paul Mikulecky's "Feet Bounce" thread that he had a similar problem where the feet were moving on him and not properly locked down. I locked the feet of the biped and animated the hip, and it's working fine in Max, I tried Paul's solution of simply adding rotation keys to the feet with no success. So in the end, what I'm left with is a character flailing every limb and not moving at all at the hips when his feet should not be moving at all and his hips should be moving all over the place. Does anyone have any ideas? I can provide more info if it will help.
Thanks!
Just ran into a little problem exporting a DTS with an idle animation in which the Biped COM (hip) is animated and working nicely in Max but no animation of the hip shows up in the ShowTool. I noticed in Paul Mikulecky's "Feet Bounce" thread that he had a similar problem where the feet were moving on him and not properly locked down. I locked the feet of the biped and animated the hip, and it's working fine in Max, I tried Paul's solution of simply adding rotation keys to the feet with no success. So in the end, what I'm left with is a character flailing every limb and not moving at all at the hips when his feet should not be moving at all and his hips should be moving all over the place. Does anyone have any ideas? I can provide more info if it will help.
Thanks!
#2
03/06/2005 (9:41 am)
Hello,i'm new member.i have some question on exporting model. Since i have successfully export the model with animation. And then i put the .dts and .dsq file inside the ShowTool. So, it got animation there. Now is my problem, I use the same method ,put the .dts and .dsq file inside the Torque game engine, but there have no animation inside the game. it is the step of i export the model got problem??
#3
03/09/2005 (8:25 am)
I don't believe that the export step (from 3dsmax I presume?) is your problem (although I'm not completely sure) because if it works in ShowTool, my belief is that most things working there will work in the Torque game engine as well. The problem could lie in your .CS file that needs to be included with your DTS and DSQ files (same directory). The other problem could be in your actual game engine script files that reference those animations. I'm not completely sure what files reference which parts of the animation yet, but I know that Server -> Scripts -> Player.cs has a number of variables for loading the DTS mesh and CS file and I'm not too sure what else yet. I hope this can get you started looking on the right track!
James Harrison
Yes, I must have skimmed the part that explained placing the inherited animation limits on the "bounds" object in 3dsmax. Make sure you do uncheck at least the X and Z boxes under the Hierarchy panel -> Inherit -> Move section. I had to uncheck all three (x, y, and z) for mine to come out working nicely. What was happening (I think) is the bounds was moving with the hips since it is linked to the Bip01 root, so it did in fact have the animation exported in the DTS, it's just the bounds and the hip where moving in concert so it "looked" like the hips were staying still and the limbs were all flailing. Very tricky.