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
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.
#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.
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