I Need Simply TUTORIAL Bones Biped 3dMAX
by Fanatic · in Artist Corner · 01/11/2006 (1:26 pm) · 15 replies
Hi comunity is posible create how to create 3D Max Introducing System bones
thx
thx
#2
sorry i novice!
01/22/2006 (9:58 am)
Thx Ben Jones my problem is cfg files and export dsq ok i export DTS and export DSQ ok but show pro open dts and dsq not move!sorry i novice!
#3
Make sure you use the player.cfg file when exporting. Put it in your source folder.
It doesn't come with that tutorial, but you can find it in this TGE folder:
... starter.fps\data\shapes\player
Check the dump file after exporting.
Can you get the player model to play dsq in showTool?
01/22/2006 (10:45 am)
The tutorial Ben mentioned is simple, but definitely explains the basics. Make sure you use the player.cfg file when exporting. Put it in your source folder.
It doesn't come with that tutorial, but you can find it in this TGE folder:
... starter.fps\data\shapes\player
Check the dump file after exporting.
Can you get the player model to play dsq in showTool?
#4
01/22/2006 (1:37 pm)
Do make sure that you are loading the .dsq's in ShowTool, either with the direct load of dsq, or the .cs loading.
#5
this is a video for my tester player! look please
Video example
With himself to export the DTS and position well the animations of starter.fps correctly in torque.
It asks! so that when I sobrewrite my example in starter fps and beginning torque my model leaves estatic and it does not load the animations?
thx
01/27/2006 (7:29 am)
Hello guys!this is a video for my tester player! look please
Video example
With himself to export the DTS and position well the animations of starter.fps correctly in torque.
It asks! so that when I sobrewrite my example in starter fps and beginning torque my model leaves estatic and it does not load the animations?
thx
#6
01/27/2006 (7:51 am)
Fanatic can you post this in a zip format?
#7
I think youe asking "why when my model gets loaded into torqe why do my animations not work?" ....?
i think youll find your answer in the player.cs file.
01/27/2006 (9:02 am)
Fanatic:I think youe asking "why when my model gets loaded into torqe why do my animations not work?" ....?
i think youll find your answer in the player.cs file.
#8
01/27/2006 (10:10 am)
Hello colleague does not export it to zip so that she occupied like 5 megas but! sorry Donal!
#9
to see the problem it is that I export the DTS and I replace it by which brings the example to starter.fps and does not move ok
but I make with another model of torque of another previous version the test to player and goes perfectly!
I ask myself if my model when not having ski0 or ligth if that affects at the time of making it work correctly!
01/27/2006 (10:14 am)
Hi mr bloodto see the problem it is that I export the DTS and I replace it by which brings the example to starter.fps and does not move ok
but I make with another model of torque of another previous version the test to player and goes perfectly!
I ask myself if my model when not having ski0 or ligth if that affects at the time of making it work correctly!
#11
I did it,I with himself to export my animations and to load them with it cases out cs,that goes well!
but what I do not explain myself it is so that player_xxxx loads dsq of the file of the example.dsq etc etc and when I replace my DTS (skin.dts) and rename to player.dts so that one does not move!
01/27/2006 (10:52 am)
Hi Stephen ZeppStephen Zepp write: Do make sure that you are loading the .dsq's i n ShowTool, either with the direct load of dsq, or the .cs loading.
I did it,I with himself to export my animations and to load them with it cases out cs,that goes well!
but what I do not explain myself it is so that player_xxxx loads dsq of the file of the example.dsq etc etc and when I replace my DTS (skin.dts) and rename to player.dts so that one does not move!
#12
02/01/2006 (2:34 am)
Something that had my exported files messed up for a while is... make sure you have 'collapsed transforms' checked when you export your DTS and unchecked when you export DSQ sequences (it's in the DTS Exporter Utility, under Parameters).
#13
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
02/01/2006 (3:05 am)
Why would you need to have it on when exporting the DTS? I always have it turned off, or well... I never use the DTS utility at all, this is what I put in my .cfg files though;+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
#14
02/01/2006 (4:19 am)
Sorry mistake in last post - you want the 'collapse transforms' OFF when exporting both DTS and DSQ's
#15
Thanks to answer!
Sight friend,this it is the file.cgf that I use to export the DTS! that is but dificult of which it really thought to me no longer that to become!
AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0
NeverExport:
Bip01
//Bip01 L Finger*
//Bip01 R Finger*
//Dummy*
//Bip01 L Toe*
//Bip01 R Toe*
//start01
//mountpoint
//DELETE*
//Ski0
//Ski1
//Light0
//Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail
02/01/2006 (9:58 am)
Hi Magnus!Thanks to answer!
Sight friend,this it is the file.cgf that I use to export the DTS! that is but dificult of which it really thought to me no longer that to become!
AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0
NeverExport:
Bip01
//Bip01 L Finger*
//Bip01 R Finger*
//Dummy*
//Bip01 L Toe*
//Bip01 R Toe*
//start01
//mountpoint
//DELETE*
//Ski0
//Ski1
//Light0
//Light1
//Mount1
//Mount2
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail
Ben Jones
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4801
I actually haven't tested this tutorial out, I probbly should sometime soon though. I'm definitly not an expert, but I'll do what I can to help out :)
Now, if you wanted to add bones to your biped, like wings, or like ear bones, or a jaw bone, then I'm pretty sure you just link it to a biped bone, like if you wanted a jaw bone just link it to the head bone.
Hope i answered your question,
-Ben Jones