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BUG: Max2DTS Exporter 6&7

by Toby W. Allen · in Artist Corner · 03/22/2005 (9:28 am) · 18 replies

Heya there,
I just wanted to know if anyone encountered this too:

The new max2dts 6&7 version contains a seriosu bug: it can't export properly the models.

Simply using the player model given in the torque max pack, I open it up, and simply press the 'whole shape' to export the shape to the right dir /data/shapes/player/player.dts and I load it up and it displays no model and yet it shades correctly.

I noticed that the size of the model is 10kb, rather than the 95kb from the tutorial example sdk project.

Toby.

#1
03/22/2005 (9:38 am)
It appears for some reason that if I export the model from the torque pack it messes us, while from the actual max scene in the tutorial sdk base, then its fine.

(Although that version is slighly buggy too - but shows up)

Toby.
#2
03/22/2005 (11:47 am)
There are some minor 'issues' with the new exporter, but they mainly are encountered only when you use a CS biped. If you use regular bones, you shouldn't have any problems at all.
And no, the problem with CS is unlikely to be fixed anytime in the near future, as it will probably require a full SDK at about $10k or so.
#3
03/22/2005 (12:12 pm)
@Erik

I don't know what version you are using, but the exporter I am using for Max 6 and 7 is essentially flawless. I have exported numerous DTS objects types from characters with both bones and biped, to weapons, vehicles, items and simple shapes without issue.

So what version are you using and where did you get it from?

@Toby

It sounds like there was no model data exported. This is not a "bug" with the exporter but an issue with how the max scene is setup. Typically model data is not exported if the following issues or items exist in your scene:
1. No details markers for the DTS exporter to find
2. No detail information contained on your geometry. This is done either via a trailing number after the objects name or by having a multires modifier on the object with the detail information properly setup in the objects properties.
3. Object is not setup in the DTS hierarchy correctly. If the object does not use a skin modifier for deformation, it should be contained in the DTS shape hierarchy. If it does, the object should be setup a root object in the max scene.
4. DTS hierarchy setup incorrectly.

You can confirm what is causing this problem by looking at the dump.dmp file for any errors, or ignores that the exporter does when it generates the DTS shape. Its a pretty handy file for troubleshooting problems.

Also I would recommend that you take a look at the DTS Exporter Docs if you need to review anything.
#4
03/22/2005 (12:54 pm)
I have to agree with Foster. I have exporter all kinds of shapes and biped characters from max without a hitch so far.
#5
03/22/2005 (4:03 pm)
Im using Matthew Jones version. I had blend troubles, and spoke with him via email. He stated all of the above to me. 90% of my work is flawless, the other 10% is odd errors, that he attributed to CS changes

Edit: But if you have a differing and working version, I'd love a copy :)
#6
03/22/2005 (4:13 pm)
It might be a detail issue - I'll check back on that tonight then.

Toby.
#7
03/23/2005 (8:40 am)
If someone could have a look at the following player file that would be much appreciated.www.gdsleeds.com/staticpages/gds_files/ns_final_player_baseriged_seperated.max

I now get a assertion failure, which is due to the skin modifer missing out vertices, but checking my model, I can't find out where. Even when I make the envelop of the head take the whole model in it doens't do it.

Thanks a bunch, if you can help!

Toby.
#8
03/23/2005 (9:06 am)
To solve that problem you will have to go into the weight table and look for values that are 0.001 or smaller and reassign these weights by typing in the table and changing the value (1 being 100% influence 0 being none)

Logan
#9
03/23/2005 (3:45 pm)
Well i collapsed the mesh back to a Editable Mesh rather than POly, as I was reading that an Ed Poly will cause this problem. I re-assigned a skin modifer and uwv.

Now it just completly crashes Max.

Try it yourself and it will crash.

Toby.
#10
03/24/2005 (7:43 am)
@Toby
Hmm, usually when you try to export an editable poly instead of a mesh you get the "Assertion failed on skin object" error. If I get some time today I will try to take a look at your model.
#11
03/28/2005 (2:42 am)
Has anyone had a chance to look into this ??

Any help is really really appreciated! I'm just looking for where I'm going wrong, I'm sure it's something simple someone can explain to me in a sec.

Toby.
#12
03/31/2005 (2:57 am)
Just pushing this thread up the ladder.

I'm still stuck and help from people who've gotten their player model into the game would be nice.

Either that or if I can study someone's player model for the structure.

This is blocking a large part of our game, so please pleas help!

Many thanks,
Toby.
#13
04/08/2005 (10:10 am)
I've been able to export a player model okay. I was using the exact rig from the Jill file pack. Everything is grouped to that Reference node. And I start out by skinning all vertices 100% to the hip bone and then I go from there to make sure there are no extraneous vertices. But I'm using this for a bot as opposed to an actual playable character.
#14
09/15/2005 (10:33 am)
Well, just in case anyone's interested i had the same assertion error, and converting to editable mesh fixed it. (you can copy the skin modifier first, then convert and paste it back onto the mesh and not lose any info...
#15
10/04/2005 (1:29 pm)
Hello,

I'm having trouble loading sequences with a horse I animated. I'm able to load the mesh with its bones into the Torque Show tool but when I try to load a player_walk.dsq nothing happens. I basically delete the mesh before i export the sequence which has a root pose at frame '0' and then a 40 frame walk. I added a player.cs file:

datablock TSShapeConstructor(PlayerDTS)

{
baseShape = "./player.DTS";
sequence0 = "player_root.DSQ root";
sequence1 = "player_walk.DSQ walk";



};

and when I go to load dts and cs file i can only see dts files. I'm not sure what I'm doing wrong. Is there something wrong with my hierarchy in the schematic view in max? as i said..i just delete the mesh before i export the sequence. Is there something like a note track that you have to use in max to know what gets exported? do you always have to have a 'root' sequence. I've read through the documentation and I've come up empty. :(

I placed all the related files here: www.solidmedia.com/horse.rar

thanks in advance for your help!

:)Laura
#16
10/05/2005 (3:06 pm)
Hello lauren. I checked out your horse max file and see that you need to place place into your scene a special dummy called a "sequence helper". This object tells the exporter the frames to be exported.

to do this,
1. go to the "create" tab and choose the "dummy" icon (its next to the wiggly line things that is the spacewarps icon).

2. in the drop-down menu at the top (it'll say Standard as its first category), find the category called "general DTS objects"

3. click the Sequence Helper button, and draw the dummy in one of the viewports. The size and position is irrelevent, although it must be within the "bounds" object like everything else.

4. name the sequence helper object to whatever the animation is supposed to be -- "Walk", "run", "jump" etc. To be safe, i name it the same thing that is in the default player.cs file...

5. in the same area as the timeline, next to 0 on the timeline is an icon for the Mini Curve editor. click that.

6. I dont know if you have used the curve editor before...but: at the bottom of the hierarchy that it shows you, you should see your new sequence helper listed as "Run" or whatnot

7. Expand that hierarchy and you will see near the bottom "object (sequence II)" or something similar. Open that as well.

8. Highlight "Sequence Begin/End". You need to add a key at the beginning of the animation and at the last frame of the animation.

9. At the top of the curve editor is a row of icons. Find the one for "add keys".

10. click a key onto the timeline in the curve editor that is the beginning frame of your animation. Do the same for the last frame.

That's it.

The sequence helper does not need to be linked into your bone structure. It can float free, but keep it within the area of the bounding box.
#17
10/05/2005 (3:36 pm)
Thanks Thomas. I also forgot to create a .cfg file. He's now walking, trotting, cantering, and galloping in the viewer. :)
#18
10/05/2005 (3:43 pm)
To Laura: Also, check out this screen shot of the defualt orc max file showing the schematic view:

home.comcast.net/~shawthomas/hierarchy.png
You don't need to include the start and base01 nodes in the player heirarchy. Move your detail to the bip01 node.

Also, as in the screenshot, you will need to create two more dummys for the player that will show where the camera is located: unlink and cam, with the "cam" dummy being a child of the "unlink" dummy.