Game Development Community

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

#1
01/11/2006 (5:03 pm)
Wait, so you want to make a model completely out of max bones and no biped? I'm pretty sure you can just drag them out, there is a tutorial somewhere that tell you how to do it and what to name them. lemme see if i can find it. Found it!

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
#2
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
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
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
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
01/27/2006 (10:14 am)
Hi mr blood

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!
#10
01/27/2006 (10:45 am)
Hi guys i upload new video in format rar ok 13 Mb in zip file 35 Mb in zip no uploading sorry!

question my error?

enough time reading in tdn and the videotutoriales but I do not find out to me very well I thank for your aid to you!

Video

Thx all
#11
01/27/2006 (10:52 am)
Hi Stephen Zepp

Stephen 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
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
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