Mount points don't get exported
by xardias · in Artist Corner · 03/03/2006 (6:31 am) · 5 replies
Hiya,
we tried everything, like it's said in the docs but for some reason the mount points just don't get exported. The guy works with 3DMax...
Could anybody help us out or give us a little hint?
Yours sincerely,
Dennis.
we tried everything, like it's said in the docs but for some reason the mount points just don't get exported. The guy works with 3DMax...
Could anybody help us out or give us a little hint?
Yours sincerely,
Dennis.
About the author
#2
03/03/2006 (6:59 am)
Yes. We got it now, they weren't linked properly. Now I'm back to my old problem with the model not being scaled and transformed properly. Is this max2dts thing for artists or for coders? Sorry, no offense, but after 3 weeks, I'm a bit pissed :)
#3
it isn't easy, but hey, even I as coder got it working ;-)
What's you exact problem with the scaling and the transform?
Regards from Hamburg!
Martin
03/03/2006 (7:04 am)
Hey Dennis,it isn't easy, but hey, even I as coder got it working ;-)
What's you exact problem with the scaling and the transform?
Regards from Hamburg!
Martin
#4
As for scale and such; 1 unit in max is 1 meter in torque (yes, this means you have to make your models quite small in max) and make sure your models are at 100% scale or things might get odd (read about the "box trick" in the documentation about how to best reset the transforms). Also note that torque have one of the axes offsetted 180 degrees compared to max, if you look at your model from the front you should be using the "back" viewport rather than the "front" in max.
03/03/2006 (7:07 am)
There are some quirks with the exporter, but it's not really THAT bad. You just have to read the documentation very carefully.As for scale and such; 1 unit in max is 1 meter in torque (yes, this means you have to make your models quite small in max) and make sure your models are at 100% scale or things might get odd (read about the "box trick" in the documentation about how to best reset the transforms). Also note that torque have one of the axes offsetted 180 degrees compared to max, if you look at your model from the front you should be using the "back" viewport rather than the "front" in max.
#5
First, I had problems exporting an animated character at all, because a skin modified mesh wasn't allowed to be linked to anything or the other way round. If it wasn't linked, the exporter couldn't find it. So I found the answer (after 3 days) IN A COMMENT, I had to make a start01 dummy and link that somehow to something else to get it working. So far so good, worked pretty well, though back then my schematic view already looked a lot like a salad bowl :P
I know about correct scale and that I should be looking at the rear of the model in the front view.
A problem that is always reoccuring is that after relinking certain objects like bounds etc my mesh is about 20 cm in size and rotated again, which - if I'm not mistaken here - has something to do with the pivot that I didn't reset. But I also haven't CHANGED any object, just linked stuff that was aligned exactly in the same way... As soon as I find the solution to one problem, the next one occurs >.<
03/03/2006 (7:13 am)
Well, here's my story:First, I had problems exporting an animated character at all, because a skin modified mesh wasn't allowed to be linked to anything or the other way round. If it wasn't linked, the exporter couldn't find it. So I found the answer (after 3 days) IN A COMMENT, I had to make a start01 dummy and link that somehow to something else to get it working. So far so good, worked pretty well, though back then my schematic view already looked a lot like a salad bowl :P
I know about correct scale and that I should be looking at the rear of the model in the front view.
A problem that is always reoccuring is that after relinking certain objects like bounds etc my mesh is about 20 cm in size and rotated again, which - if I'm not mistaken here - has something to do with the pivot that I didn't reset. But I also haven't CHANGED any object, just linked stuff that was aligned exactly in the same way... As soon as I find the solution to one problem, the next one occurs >.<
Torque Owner Magnus Blikstad