Prob d'export FR
by Oliver · in Artist Corner · 02/01/2006 (9:06 am) · 18 replies
Bonjour
#2
02/03/2006 (4:05 am)
Now, 90% (prob more) of the people cannot read this, cant you attemt to translate it?
#3
02/03/2006 (3:52 pm)
Et bien tant pis pour moi :(
#4
Hello everyone, though my post is to those who speak french, why, because I don's speak english; its truly truly too bad :(
Here goes my little question :) as my title says, I haven't been able to export a character; I have succeeded in exporting a static object, but not a character.
Does anyone know of any art tutorials in french and of how to export a character and animation, because I've really tried to understand those tutorials that I've found in english and the garagegames site, and no, I couldn't; I try to write my steps :
1 - I have a body mesh
2 - I make a copy that attaches my bodymesh "multires::bodymesh" in the modifier I also apply the multi-res
3 - I have my "bounds" that I attach to the biped, on only one axis.
4 - I place my objects "detail128 - detail64 - etc etc ... cam..."
5 - I am mindful of the "adjustLODs" that I apply at my two objects.
6 - a texture is placed for the test
I export the whole thing, at the end my file is just 1 kb, and when I view it in TGE, I just see the bounds.
I have also seen the examples included in the engine, I have compared them, and I don't see my error.
Of course, I haven't been able to test exporting animations yet.
So if anyone can help me, I would be very happy, becuase I've tried for several days to find out how ...
02/03/2006 (4:45 pm)
My awful translation :) :Hello everyone, though my post is to those who speak french, why, because I don's speak english; its truly truly too bad :(
Here goes my little question :) as my title says, I haven't been able to export a character; I have succeeded in exporting a static object, but not a character.
Does anyone know of any art tutorials in french and of how to export a character and animation, because I've really tried to understand those tutorials that I've found in english and the garagegames site, and no, I couldn't; I try to write my steps :
1 - I have a body mesh
2 - I make a copy that attaches my bodymesh "multires::bodymesh" in the modifier I also apply the multi-res
3 - I have my "bounds" that I attach to the biped, on only one axis.
4 - I place my objects "detail128 - detail64 - etc etc ... cam..."
5 - I am mindful of the "adjustLODs" that I apply at my two objects.
6 - a texture is placed for the test
I export the whole thing, at the end my file is just 1 kb, and when I view it in TGE, I just see the bounds.
I have also seen the examples included in the engine, I have compared them, and I don't see my error.
Of course, I haven't been able to test exporting animations yet.
So if anyone can help me, I would be very happy, becuase I've tried for several days to find out how ...
#5
tu utilises Max? Maya? Blender? Milkshape?
Aussi, as-tu reussis avec un objet statique, avec LOD?
02/03/2006 (4:52 pm)
Oliver,tu utilises Max? Maya? Blender? Milkshape?
Aussi, as-tu reussis avec un objet statique, avec LOD?
#6
02/04/2006 (3:46 am)
Salut Laser, et d
#7
Pour le perso, pareil, mais j'ai toujours se petit probleme de perso en double, je vois le multires:: en dessous du mesh original, si quelqu'un avait une idee ca m'aiderai. merci beaucoup.
(google translator, sorry)
Hello all the world, thus, after having decoder some docs which does not go back to yesterday in more (not practises), I could export statics objects "car, shuttle" with collision, it is cool. For the perso, similar, but I always have small problem of perso in double, I see the multires:: below the original mesh, if somebody had a idee that will help me. thank you very much.
02/15/2006 (2:51 am)
Coucou tous le monde, donc, apres avoir decoder certaines docs qui ne date pas d'hier en plus (pas pratique), j'ai pu exporter des objets statique "voiture, vaisseau" avec collision, ca c'est cool.Pour le perso, pareil, mais j'ai toujours se petit probleme de perso en double, je vois le multires:: en dessous du mesh original, si quelqu'un avait une idee ca m'aiderai. merci beaucoup.
(google translator, sorry)
Hello all the world, thus, after having decoder some docs which does not go back to yesterday in more (not practises), I could export statics objects "car, shuttle" with collision, it is cool. For the perso, similar, but I always have small problem of perso in double, I see the multires:: below the original mesh, if somebody had a idee that will help me. thank you very much.
#8
Peux-tu me dire quel logiciel tu utilises ?
Christophe
www.frogames.net
02/15/2006 (3:15 am)
Olivier,Peux-tu me dire quel logiciel tu utilises ?
Christophe
www.frogames.net
#10
02/15/2006 (4:40 am)
Merci beaucoup de r
#12
02/15/2006 (4:54 am)
Tous le reste fonctionne tr
#13
pour commencer, le nom du mesh de ton personnage doit se terminer par ton niveau de detail le plus haut : dans ton cas, renome ton mesh 'pboy128', et applique lui un multires !
Supprime ensuite le mesh multires::pboy
Fait un test et tiens nous au courant :)
Christophe
www.frogames.net
02/15/2006 (4:56 am)
Olivier,pour commencer, le nom du mesh de ton personnage doit se terminer par ton niveau de detail le plus haut : dans ton cas, renome ton mesh 'pboy128', et applique lui un multires !
Supprime ensuite le mesh multires::pboy
Fait un test et tiens nous au courant :)
Christophe
www.frogames.net
#14
j'ai essayer ta technique, et j'ai toujours cette effet de double mesh.
Par contre, j'ai pu exporter sans le "multires" c'est deja un pas de plus :)
mes etapes :
1 - pboy rennomer en pboy128
2 - j'applique un lod dessus "MULTIRES::DETAILS = 1.0,0.8,0.5,0.2
MULTIRES::SIZES = 128,64,32,16"
3 - j'exporte
par contre j'ai un doute, faut il dans le modifcateur de max appliquer le "MultiRes" ??? je ne suis pas sur :(
(google translator)
Canon, I have to test your technique, and I always have this effect of double mesh.
On the other hand, I could export without the "multires" it is already a step moreover:)
my stages:
1 - pboy rennomer in pboy128
2 - I apply a lod above "MULTIRES::DETAILS = 1.0,0.8,0.5,0.2
MULTIRES::SIZES = 128,64,32,16"
3 - I export
on the other hand I have a doubt, is necessary it in the modifcator max to apply the "MultiRes"??? I am not on: (
02/15/2006 (5:13 am)
Canon,j'ai essayer ta technique, et j'ai toujours cette effet de double mesh.
Par contre, j'ai pu exporter sans le "multires" c'est deja un pas de plus :)
mes etapes :
1 - pboy rennomer en pboy128
2 - j'applique un lod dessus "MULTIRES::DETAILS = 1.0,0.8,0.5,0.2
MULTIRES::SIZES = 128,64,32,16"
3 - j'exporte
par contre j'ai un doute, faut il dans le modifcateur de max appliquer le "MultiRes" ??? je ne suis pas sur :(
(google translator)
Canon, I have to test your technique, and I always have this effect of double mesh.
On the other hand, I could export without the "multires" it is already a step moreover:)
my stages:
1 - pboy rennomer in pboy128
2 - I apply a lod above "MULTIRES::DETAILS = 1.0,0.8,0.5,0.2
MULTIRES::SIZES = 128,64,32,16"
3 - I export
on the other hand I have a doubt, is necessary it in the modifcator max to apply the "MultiRes"??? I am not on: (
#15
oui, tu dois appliquer un multires modifier sur ton personnage.
As-tu bien supprimer le mesh qui s'appelle 'multires::pboy' dans ta hierarchie ?
Christophe
www.frogames.com
02/15/2006 (5:17 am)
Olivier,oui, tu dois appliquer un multires modifier sur ton personnage.
As-tu bien supprimer le mesh qui s'appelle 'multires::pboy' dans ta hierarchie ?
Christophe
www.frogames.com
#16
Detail Polys : 1389
Detail Size : 128
et lorsque je r
02/15/2006 (5:20 am)
Je viens de remarquer un truc, le "Detail Level" Detail Polys : 1389
Detail Size : 128
et lorsque je r
#17
Enfin si cela ne te derange pas, car je ne veux pas jouer les boulets de service. ;)
02/15/2006 (5:31 am)
Par contre si tu veux que l'on en parle sur MSN, fais moi signe, je vois que tu est francais. :)Enfin si cela ne te derange pas, car je ne veux pas jouer les boulets de service. ;)
#18
http://wwwtest.free.fr/Torque/screentorque04.jpg
donc on peut le constater j'ai bien enlever le "multires::"
sinon voila le proleme qui vient d'apparaitre
http://wwwtest.free.fr/Torque/screentorque02.jpg
le perso sans anime c'est bon
http://wwwtest.free.fr/Torque/screentorque03.jpg
et l
02/15/2006 (5:48 am)
Alors voila ma hierarchiehttp://wwwtest.free.fr/Torque/screentorque04.jpg
donc on peut le constater j'ai bien enlever le "multires::"
sinon voila le proleme qui vient d'apparaitre
http://wwwtest.free.fr/Torque/screentorque02.jpg
le perso sans anime c'est bon
http://wwwtest.free.fr/Torque/screentorque03.jpg
et l
Oliver