Blue Guy Trouble
by Elizabeth Sweedyk · in Artist Corner · 07/06/2005 (3:57 pm) · 6 replies
Hello,
I have recently learned how to use the Maya2dts Export tool and got the hang of the basics like simples shapes exports and their collisions and some animations. I just started looking into exporting players into Torque and I am having trouble just exporting the BlueGuy.ma that comes with the FilePack. I know there is already a blueguy.dts file that comes with the pack but was just curious about how the hierarchy works in Maya. When I export the blueguy in the maya file, it seems to export fine however, when put it into the game as Player.dts, they won't animate at all. In the console.log file, I find this error:
Sequence import failed: sequence node "Bip01 Pelvis" not found in base shape.
All I did was open up blueguy.ma, then in the outliner I selected Detail3, then hit export. The export worked and I also used the same .cfg that came with the blue guy so Bip01 Pelvis did NOT get deleted in the process according to the dump file.
The game still loads up, and the blue guys appear, but they don't animate at all.
If anyone can help and give some nice insight, that would be great!
Thanks a lot ahead of time!
I have recently learned how to use the Maya2dts Export tool and got the hang of the basics like simples shapes exports and their collisions and some animations. I just started looking into exporting players into Torque and I am having trouble just exporting the BlueGuy.ma that comes with the FilePack. I know there is already a blueguy.dts file that comes with the pack but was just curious about how the hierarchy works in Maya. When I export the blueguy in the maya file, it seems to export fine however, when put it into the game as Player.dts, they won't animate at all. In the console.log file, I find this error:
Sequence import failed: sequence node "Bip01 Pelvis" not found in base shape.
All I did was open up blueguy.ma, then in the outliner I selected Detail3, then hit export. The export worked and I also used the same .cfg that came with the blue guy so Bip01 Pelvis did NOT get deleted in the process according to the dump file.
The game still loads up, and the blue guys appear, but they don't animate at all.
If anyone can help and give some nice insight, that would be great!
Thanks a lot ahead of time!
About the author
#2
Thanks so much for your help!
07/06/2005 (5:16 pm)
Sorry, that didn't seem to work. I replaced the .cs file and I still get the same error about the pelvis node. The players don't animate but just float in the game. I did notice, on the other hand, that the dts file that was created when I hit export is smaller (16.1kb) than the blueguy.dts (17.9kb) I got from the blueguy.zip I found on this site. I could post/email the dump file if need be.Thanks so much for your help!
#3
At least the 3d studio exporter remove bones that it doesn't think is important. Add the bones you need to the "AlwaysExport" list in your cfg file and it should work.
07/06/2005 (5:21 pm)
Sounds like something is wrong in your _cfg_ file, not the cs file.At least the 3d studio exporter remove bones that it doesn't think is important. Add the bones you need to the "AlwaysExport" list in your cfg file and it should work.
#4
EDIT: I started all over with a fresh new Maya2dts file pack and everything seems to work now, taking into consideration all the things everyone said. Thanks so much for the help!
07/07/2005 (10:08 am)
I initially thought it was the cfg file would need some fixing. The cfg file that came with the blue guy already has the bones that I need to export.EDIT: I started all over with a fresh new Maya2dts file pack and everything seems to work now, taking into consideration all the things everyone said. Thanks so much for the help!
#5
Edit: oh, i also had to specify the output directories in the export settings button on the dts exporter, as they seem to be set at "\Volumes\Data\Jobs\IGC2004\DEFAULT\" when i first open the file.
Actually, it's probably my fault, because when i use my own skin on the BlueGuy model, it will only export if the cfg file has the same name as the Maya file. Anyone have any ideas? According to the dump file, it actually does read in the settings, so it must be something other than that.
07/13/2005 (12:09 pm)
I had a similar problem with the BlueGuy not animating after export,, and i think that it may have stemmed from the name of the cfg file that i used. When i used BlueGuy.cfg, the resulting dts file was 14.7kb and did not show any threads when loaded with the show tool, but when i renamed it to dtsScene.cfg, the resulting file was 16kb, and would animate properly in conjunction with the the files that were included in the maya2dts filepack. I'm using Maya 6.0.1 if that makes a difference.Edit: oh, i also had to specify the output directories in the export settings button on the dts exporter, as they seem to be set at "\Volumes\Data\Jobs\IGC2004\DEFAULT\" when i first open the file.
Actually, it's probably my fault, because when i use my own skin on the BlueGuy model, it will only export if the cfg file has the same name as the Maya file. Anyone have any ideas? According to the dump file, it actually does read in the settings, so it must be something other than that.
#6
Go to Server/Player and find this line. Change player to BlueBuy.cs
and then go to
change player.dts to blueguy.dts
Thats how I did it:)
07/28/2005 (8:18 am)
Cheers,Go to Server/Player and find this line. Change player to BlueBuy.cs
Load dts shapes and merge animations
exec("~/data/shapes/player/player.cs");and then go to
datablock PlayerData(PlayerShape)
{
renderFirstPerson = false;
emap = true;
shapeFile = "~/data/shapes/player/player.dts";change player.dts to blueguy.dts
Thats how I did it:)
Torque Owner Danny Ngan