Game Development Community

Blue Guy and Max exporter

by Joel Hargarten · in Artist Corner · 05/29/2005 (5:29 pm) · 5 replies

Hey,
I have 3ds Max 6 and the max 6 exporter plugin. I loaded the .max file for the "blue guy", the same one that was used to create the blue guy DTS. I loaded the .max and everything looks great and then I export it into a DTS. No problems until I try to load a DSQ animation. The problem is that it doesnt export the skeleton nodes to the DTS, just the mesh files. This .max file should already be configured, and I see the skeleton is attached right, so why wont it export the nodes?

#1
05/29/2005 (6:05 pm)
You might want to get a better understanding of the exporter. I fought it as well, and wrote a small tutorial explaining the things I discovered.

Tutorial

B--
#2
05/29/2005 (7:30 pm)
@Joel

When you export a file with the Exporter Plugin the plugin looks for a .CFG file that is found in the same directory as the .Max file that you are exporting, explicietly this file tells the exporter what to and not to export. The issue that can arise though if you do not have this file (which I am suspecting is your case) is that if this file is not there when the exporter process runs is that certain nodes (mostly dummy helpers) that are at the tail end of a hierarchy branch will get culled out, thus resulting in a DTS file that doesn't work with DSQs (since DSQs require the same nodes which are found on the DTS in order to operate).

So the short answer is, use a CFG file and all will be good. If you need a sample of what such a file might look like here is one that I use for characters:

AlwaysExport:
eye
cam
mount*
//mount1
//jetnozzle0

NeverExport:
Bip01
//Bip01 L Finger*
//Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
Bip01 HeadNub
start01
mountpoint
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

//=Params::T2AutoDetail -1

Also for future reference I highly recommend that you read the official DTS exporter docs that have been written by Joe Maruschak as these will give you a lot more information in regards to how to properly use the exporter plugin.

Logan
#3
05/29/2005 (8:56 pm)
Thanks, That will help a lot. Just one more thing, is there a place I can download the DTS Exporter File Pack? I think it would be helpful to compare with working models.
#4
05/30/2005 (7:44 am)
The file pack is available in the artists section, which can be found "using torque" header on the left.
#5
09/08/2005 (6:17 pm)
Thanks Logan!
I was also trying to export the BlueGuy and not getting any animation. The zip file does contain a cfg file that contains some of the AlwaysExport and NeverExport options, but obviously not quite right. I fiddled with the settings a bit, thinking that must be the issue, but it's nice to start with a CFG that works right out of the box.

Using the above details in the cfg allows a "stock" blue guy to load into 3DS and export, and can be substituted for the player.dts in the starter.fps OR the tutorial.base sample projects.

Thanks to Joe for adding this simple character!

-ner