Help
by _____ · in Torque Game Engine · 06/13/2005 (9:53 am) · 9 replies
Hi guys
i cant seem to import my character into the torque engine proply. I get it loaded into torque show tool pro fine but when i start the demo up
the camera is split half under the ground and half above the ground and when i try go to thried person view the engine crashes,ive added cam and eye dummy objects to my model .... any advice would help been trying to sort this out for 3 hours now but to no avail am going to pull my hair out soon
i cant seem to import my character into the torque engine proply. I get it loaded into torque show tool pro fine but when i start the demo up
the camera is split half under the ground and half above the ground and when i try go to thried person view the engine crashes,ive added cam and eye dummy objects to my model .... any advice would help been trying to sort this out for 3 hours now but to no avail am going to pull my hair out soon
About the author
#2
06/16/2005 (8:33 am)
Any one plz!!!!!!!!!!
#3
and what did you model it in?
and make sure the Cam is linked to the Unlink which in turn is linked to the Bip01 Pelvis,
the Eye can be linked there as well r to the Head
and as another pointer have them positioned where you want them to be eg, unlink and cam above and just behind the head, type of thing
06/16/2005 (9:31 am)
Dylan, are the Eye Cam Unlink nodes showing in show tool pro?and what did you model it in?
and make sure the Cam is linked to the Unlink which in turn is linked to the Bip01 Pelvis,
the Eye can be linked there as well r to the Head
and as another pointer have them positioned where you want them to be eg, unlink and cam above and just behind the head, type of thing
#4
06/16/2005 (10:49 am)
@Dylan: did you email Brandon? He offered to help, but if you didn't send him your model there isn't anything he can do...
#5
06/16/2005 (11:51 am)
I didnt email him the model because its not model im probe off its just a test "model" any way guys is there a tutorial on exporting which guides you through the process's btw im useing max
#6
Unfortunately I don't know Max but Brandon can probably help you with tips and resources to modeling and exporting. Don't be afraid to ask and accept help.
Post your question in the 3D modeling forum as well.
www.garagegames.com/mg/forums/result.forum.php?qf=16
As a friendly side note, use more descriptive subjects and punctuation in your posts. It'll help others help you.
06/16/2005 (12:12 pm)
@Dylan - I think you meant "proud of". No problem, even a box test model is good to get your feet wet.Unfortunately I don't know Max but Brandon can probably help you with tips and resources to modeling and exporting. Don't be afraid to ask and accept help.
Post your question in the 3D modeling forum as well.
www.garagegames.com/mg/forums/result.forum.php?qf=16
As a friendly side note, use more descriptive subjects and punctuation in your posts. It'll help others help you.
#7
B--
06/16/2005 (4:56 pm)
Dylan, a test model is nothing to be ashamed of... I have many! I can look at your .max file, and tell you the problem if you like. It's ok, we are all developers here! And besides alpha art is where prototyping begins, so you are right on track.B--
#8
06/17/2005 (12:12 am)
Ok,i'll send you the fie. Brandon check your email!
#9
1. Scale. In Torque 1 Max unit is equal to 1 meter (3.28 feet) So, if you create a model 32units in Max and export, he will be over 100 feet tall (10 story building). When you start creating art assets or even test exports, always start with the correct facing (positive Y axis) and scale (1 unit = 1 meter). You can not easily change these things once bone weights, etc have been applied.
2. Linkage in Schematic view of Max should not be setup for static DTS shapes, but should be setup for animated dts shapes. I have found this problem everytime I've helped someone with exporting from Max. They read the static shape tutorial, and modify it for the animated shape. That was the main reason I wrote the DTS/DSQ export tutorial here. I did the exact same thing when I tried the first time as well, and spent days figuring it out. The tutorial above has screenshots of the proper schematic view for animated DTS shapes.
Those were the big problems I noticed. I am going to go ahead and start on a static DTS shape export tutorial, as well as a more complete animated DTS tutorial. I recently finished the prototype rough draft template for creating hybrid html/video tutorials, so I'm going to post one and get some feedback as to any additional features this new type of hybrid tutorial could implement.
Hope that get's you going in the right direction.
B--
06/17/2005 (8:57 am)
Dylan: Ok, I took a look at your file, so here is the run down:1. Scale. In Torque 1 Max unit is equal to 1 meter (3.28 feet) So, if you create a model 32units in Max and export, he will be over 100 feet tall (10 story building). When you start creating art assets or even test exports, always start with the correct facing (positive Y axis) and scale (1 unit = 1 meter). You can not easily change these things once bone weights, etc have been applied.
2. Linkage in Schematic view of Max should not be setup for static DTS shapes, but should be setup for animated dts shapes. I have found this problem everytime I've helped someone with exporting from Max. They read the static shape tutorial, and modify it for the animated shape. That was the main reason I wrote the DTS/DSQ export tutorial here. I did the exact same thing when I tried the first time as well, and spent days figuring it out. The tutorial above has screenshots of the proper schematic view for animated DTS shapes.
Those were the big problems I noticed. I am going to go ahead and start on a static DTS shape export tutorial, as well as a more complete animated DTS tutorial. I recently finished the prototype rough draft template for creating hybrid html/video tutorials, so I'm going to post one and get some feedback as to any additional features this new type of hybrid tutorial could implement.
Hope that get's you going in the right direction.
B--
Torque 3D Owner Brandon Maness
support@smdlabs.com
B--