Game Development Community

Bip01 in node names necessary?

by Russell Fincher · in Artist Corner · 03/06/2006 (4:15 pm) · 4 replies

I used the Skeleton Generator on a biped and exported the DTS, but when I open it in Show Tool and attempt to import standard Orc animations, the console gives me the following error:

Sequence import failed: sequence node "Bip01 Pelvis"

Also, I've notice in the schematic views in Brandon Maness' character exporting tutorial that his nodes all begin with "Bip01" even though his mesh does not.

My bones do not have "Bip01" in front of their node names. Is this necessary? And if so, at what point do these nodes get named this way?

-Russell

About the author

Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.


#1
03/06/2006 (4:20 pm)
The name of the bones in the DTS have to be _exactly_ the same as in the animations you use, so if you use the stock torque animations you have to name your bones "Bip01*". If you're making your own animations you can call the bones whatever you want.
#2
03/06/2006 (4:24 pm)
So will I need to rename each bone individually or is there a handy way in Max to do this?
#3
03/06/2006 (4:28 pm)
Look up "Rename Objects Tool" in your max manual.
#4
03/06/2006 (4:57 pm)
Thanks, worked like a charm. At renaming the nodes at least. Looks like there are just too many issues with trying to fit the orc's animations onto a different mesh, though. I suspected I couldn't just combine the two, but had to give it a shot.