Game Development Community

problem with player model

by Chairwalker · in Artist Corner · 03/22/2002 (5:33 am) · 12 replies

whenever i export my model into torque it faces the wrong direction (read: it's upside down etc)
I thought about rotating the entire model but i can only rotate the biped on the Z axis.
i'm using 3dsmax 3.1

Thnx in advance

#1
03/22/2002 (5:44 am)
Don't rotate the model or the biped just rotate the pivot of the bounding box. When you look ontop of your model facing front make sure the greenarrow is rotated forward, red to the right and blue up.
#2
03/22/2002 (5:53 am)
ok, how do i do that ?
#3
03/22/2002 (8:48 am)
slect bounds, effect pivot only and rotate, that's about it..
#4
03/22/2002 (10:09 am)
thnx thats fixed now.
But now i ran into some other problems :
1) whenever it runs/jumps the model rotate's to the left
2) The model is hovering about half its lenght above the ground.

Got any idea's ?
#5
03/22/2002 (4:17 pm)
put Bip01 in the never export list in your DtsScene.cfg
#6
03/22/2002 (5:18 pm)
Yeah that could help but also see if you have a shape/start hierarchy if so you can leave out the start the pivot of start can screw up your stuff just link bip01 directly to shape..
#7
03/25/2002 (10:26 am)
ok, here we go again.
stil som problems :'(
1)the model still hovers above the ground
2)It has trancparency but its all messed up (i already put "sort::" in front of it but that didnt help)
3)The arms are all messed up ( i think this is becuz of the animation, where can i find a tutorial how to add my own?).
#8
03/25/2002 (11:55 am)
Here are some of my thoughts...

1) Check your position of your bounds object in your scene, if it is setup correctly check your bounds code in case you adjusted it a bit

2) Is the transparency problem occuring all over your model, is it on specific locations on your model where you want transparency from the texture, or are you using the visibility channel? If its occuring across your model and you have used "sort::" then you should check and see if your normals are flipped.

3) What do you mean by "the arms are messed up"?

Logan
#9
03/26/2002 (3:22 am)
1) my bounding box is positioned exactly on the "floor" and its surrounding the entire model
2) i wanted a certain area of the torso to be transparant
but now i can see the other objects (arms, legs etc) right through it, i had the same problem with modeling a tree.
3)i meant that the arms wherent moving and that they where pointing backwards, but thats because of the walk animation.
I tried to replace it but whenever i export it says "sequence "sequence01" is missing keyframes to mark start and end".
#10
03/26/2002 (3:49 am)
Did you scale the bounding box if so just delete it and make a new one in the right size.

The transparancy can be tricky , i ended up putting all the transparent stuff on a seperate texture, that worked. The Sort stuff should work though..

There are some problems you might have in your model that could give you such an effect. Let's see it could be a rotated start node (which you don't need any way just delete the start node and link everything to shape), or you didn't animate from root posission, you could also try leaving out bip01 when exporting. All these can cause unwanted animation effect. Not sure what is your problem it could be either of these or a combination.
#11
03/26/2002 (7:50 am)
Where is the pivot point located on your "bounds" object? The pivot point should be located at the soles of the feet (the only time that it shouldn't be is if you messed with the position code to have it located somewhere else).

As for your transparency, I would check the bitmap image that you are using in your diffuse channel. I suspect that you probably have something silly setup in your material that is causing the problem. I think your best bet here is to upload the file to a location where someone can take a look at it and give you recommendations without spending any additional time screwing around with suggestions and recommendations.

With your arm problems in the walk animation have you tried to cull out the upper body bones by using a CFG file when you export? The walk sequence does not blend with other sequences, it will override them. Since you likely did not do any animations or poses to the arms this is why they are "messing up".

Also, I could be wrong on this but I don't think that any of your sequences need to start from the root pose, it just helps if you want to make the animation look smooth.

Logan
#12
03/26/2002 (8:08 am)
Just a note, SORT objects will not work properly with deformable mesh objects.