DSQs Not Loading into Show Tool Pro
by Amanda Thompson · in Artist Corner · 05/23/2005 (2:14 pm) · 4 replies
I'm new to the max2dts and I'm having problems getting dsq's to load into the Show Tool Pro. The player.dts loads into the TSTP with all the nodes, but the dsq will not. The dsq exports, but it will not load in TSTP. I don't get any errors when the dsq exports out of max.
I used .cfg files for dts and dsq. I have a .cs file that works with Blender exported .dsqs but does not seem to work with my max exported files. I don't get any errors when I load the dts & cs into TSTP. -the dsq's just aren't available. When I try to load the dsq in on top of the dts it does not load.
I've fixed a couple errors. -I parented the bones to start01 and deleted the mesh on the dsq max file. I read somewhere in the forums that, "If you do have a skin
modifier the geometric object must be on the scene root and not parented to anything." I tried leaving the mesh in the scene and I got "Cannot collaspe node "Bip01" because it is a bone." So I tried taking Bip01 out of the never export list, and I got the same error with a different bone.
I tried setting everything up again but got the same outcome. I can't find any errors on the dump file, but that doesn't mean they're not there. -I'm not really sure what I should be looking for.
Any help or suggestions would be much appreciated.
Thanks
I used .cfg files for dts and dsq. I have a .cs file that works with Blender exported .dsqs but does not seem to work with my max exported files. I don't get any errors when I load the dts & cs into TSTP. -the dsq's just aren't available. When I try to load the dsq in on top of the dts it does not load.
I've fixed a couple errors. -I parented the bones to start01 and deleted the mesh on the dsq max file. I read somewhere in the forums that, "If you do have a skin
modifier the geometric object must be on the scene root and not parented to anything." I tried leaving the mesh in the scene and I got "Cannot collaspe node "Bip01" because it is a bone." So I tried taking Bip01 out of the never export list, and I got the same error with a different bone.
I tried setting everything up again but got the same outcome. I can't find any errors on the dump file, but that doesn't mean they're not there. -I'm not really sure what I should be looking for.
Any help or suggestions would be much appreciated.
Thanks
#2
For a DSQ to apply to a DTS the two files must have the exact same skeletal hierarchy and naming as well as dts nodes (ie. eye, mount0, cam, etc.). If the data in these files does not match then the engine will not allow the DSQ to affect the DTS, its as simple as that.
In regards to the skin modified objects, you are correct, any object that uses a skin modifier in 3DS Max must be located at the scene root (ie. not parented to anything). Otherwise you will get an exporter error and nothing will be dumped out.
Errors such as "cannont collapse BONENAME" are caused by user error. In your CFG file you are telling the exporter to exlude a particular bone, but in your skin modified object you are saying that the same bone is needed to deform the model, thus creating some flawed logic. To resolve this issue do not include bones that you are ignoring in your skin modifier when you export a DTS.
Also as a FYI, you don't include Bip01 in our skin modifier bone list, nor do you want to export it into a DTS or DSQ, this is because the Bip01 node has some transforms on it that will rotate your model when it is loaded into the game engine.
Logan
05/23/2005 (4:18 pm)
@AmandaFor a DSQ to apply to a DTS the two files must have the exact same skeletal hierarchy and naming as well as dts nodes (ie. eye, mount0, cam, etc.). If the data in these files does not match then the engine will not allow the DSQ to affect the DTS, its as simple as that.
In regards to the skin modified objects, you are correct, any object that uses a skin modifier in 3DS Max must be located at the scene root (ie. not parented to anything). Otherwise you will get an exporter error and nothing will be dumped out.
Errors such as "cannont collapse BONENAME" are caused by user error. In your CFG file you are telling the exporter to exlude a particular bone, but in your skin modified object you are saying that the same bone is needed to deform the model, thus creating some flawed logic. To resolve this issue do not include bones that you are ignoring in your skin modifier when you export a DTS.
Also as a FYI, you don't include Bip01 in our skin modifier bone list, nor do you want to export it into a DTS or DSQ, this is because the Bip01 node has some transforms on it that will rotate your model when it is loaded into the game engine.
Logan
#3
The most common reason for the animations not to show up for me is that somehow a node that doesn't exist in the base mesh have ended up in the dsq.
05/23/2005 (4:53 pm)
Does showtool show any error if you press the ~ key to load up the console after you've tried to load a DSQ?The most common reason for the animations not to show up for me is that somehow a node that doesn't exist in the base mesh have ended up in the dsq.
#4
-Amanda
05/25/2005 (2:36 pm)
Thanks Guys!! I got a simple full_body animation to load into the show tool pro. I went through the tutorial and tried to make sense of everything. I remade my .cfg files, because I had some weird stuff in there that came from the Ork example. I also added a sequence object to my file (which I don't remember seeing in the documentation). Hopefully the blend animations won't be too much harder. :)-Amanda
Torque 3D Owner Brandon Maness
Read Tutorial
Hope that helps ya! Also, if you have loaded torque and then later change your "player.cs" to include additional DSQ's, you will need to delete to .dso compiled file of the player.cs to get the additional animations into TSTP.
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