Game Development Community

Culling Animation Nodes

by Bill Henderson · in Torque Game Engine · 03/25/2002 (1:31 pm) · 1 replies

How do you cull certain animation nodes out of a dsq sequence? I have tried placing things like bip01 and bip01head etc under the "never export" list in the cfg file...and the animation still seems to work for those nodes, a little upsetting. Any ideas?

#1
03/25/2002 (1:41 pm)
If it is on the never export list, it should be culling it out. Check the dump file to make sure that it is using the proper .cfg and check the shape hierarchy at the bottom of the dump file to see what the tree structure actually is and whether or not the excluded nodes are present.