Animation troubles... Who does not have them?
by Van der planken Roel · in Artist Corner · 04/22/2002 (10:41 am) · 14 replies
I made a test character for our game. I can perfectly export the player model and if I rename it to player.dts
It normaly has to have the same animations as the player.dts in the test app of torque. I made the char with those tutorials of dhannah next to me. so the character is the same as that one exept I did not drawed boxes but a wreal human look alike so we can use it. but what is the problem...
If I test the characters animations they do not fit...
I redrawed the bib object so it matches the characters parts and if I animate the bib it is nice... but if I export it and watch the player animations delivered with the engine than the legs do not fit etc...
so nothing fits anymore... howcome.. and if it is becouse I redrawed the bib than I would like to learn how to export my own dsq files... so help on that would be great....
tanks allot...
greets
Lord_Garfield...
It normaly has to have the same animations as the player.dts in the test app of torque. I made the char with those tutorials of dhannah next to me. so the character is the same as that one exept I did not drawed boxes but a wreal human look alike so we can use it. but what is the problem...
If I test the characters animations they do not fit...
I redrawed the bib object so it matches the characters parts and if I animate the bib it is nice... but if I export it and watch the player animations delivered with the engine than the legs do not fit etc...
so nothing fits anymore... howcome.. and if it is becouse I redrawed the bib than I would like to learn how to export my own dsq files... so help on that would be great....
tanks allot...
greets
Lord_Garfield...
#2
The only thing I did was deleting the playermesh out of the scene and saved it as playertest_walk.dsq. the character is named playertest.dts.
now in the playertest_walk.dsq I did not relinked anything so just deleted the player meshes like head and legs etc... now I animated the bib so it walkes. i exported it succesfully and made a script that links the animation to the dts. now if I open the dts I get en application error.. so it wont open???
how come??
04/24/2002 (1:09 pm)
Well I tried to make my own animation...The only thing I did was deleting the playermesh out of the scene and saved it as playertest_walk.dsq. the character is named playertest.dts.
now in the playertest_walk.dsq I did not relinked anything so just deleted the player meshes like head and legs etc... now I animated the bib so it walkes. i exported it succesfully and made a script that links the animation to the dts. now if I open the dts I get en application error.. so it wont open???
how come??
#3
Give me some more details and I will see what I can figure out.
04/24/2002 (2:52 pm)
You are not trying to open it directly right? You are using the show tool? if it exported correctly and you placed it in the correct folder eaither it will work in the show or your character will just stand still.Give me some more details and I will see what I can figure out.
#4
and then I deleted the mesh of that playertest.max and resaved it as playertest_walk.max then I created an animation with that bibed. I dit that in footstep mode etc...
If the bip walks it walkds out of his bounding box so it wrealy moves forward (maybe this is the problem but I do not know how you can let it walk on the same spot)
then I exported the sequence. as playertest_walk.dsq.
I created a script that links animations to playrtest.
So
//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./playertest.dts";
sequence0 = "playertest_walk.dsq walk";
};
this is the cs file and it is named playertest.cs.
Now you know that test app of torque with waterworld etc...
I created a shortcut to that .exe file and added these options behind the command line \torqueDemo.exe -show
so it stars op that viewer.
If I click here on load shape and choose playertest.dts I get this error.
Torquedemo.exe has encountered a problem and needs to close. We are sorry for inconvenience.
that is it...
04/26/2002 (4:38 am)
Well just I have that playertest.dts wright?and then I deleted the mesh of that playertest.max and resaved it as playertest_walk.max then I created an animation with that bibed. I dit that in footstep mode etc...
If the bip walks it walkds out of his bounding box so it wrealy moves forward (maybe this is the problem but I do not know how you can let it walk on the same spot)
then I exported the sequence. as playertest_walk.dsq.
I created a script that links animations to playrtest.
So
//-----------------------------------------------------------------------------
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./playertest.dts";
sequence0 = "playertest_walk.dsq walk";
};
this is the cs file and it is named playertest.cs.
Now you know that test app of torque with waterworld etc...
I created a shortcut to that .exe file and added these options behind the command line \torqueDemo.exe -show
so it stars op that viewer.
If I click here on load shape and choose playertest.dts I get this error.
Torquedemo.exe has encountered a problem and needs to close. We are sorry for inconvenience.
that is it...
#5
select all the keys in the horizontal track and delete them , your character wont walk forward
also , you have to link the bounds to the bip01 and make sure it doesnt inherit the z transforms
see if that helps at all
04/26/2002 (7:23 am)
In your track view , find bip01 and there are 3 tracks , vertical , horizontal and turning select all the keys in the horizontal track and delete them , your character wont walk forward
also , you have to link the bounds to the bip01 and make sure it doesnt inherit the z transforms
see if that helps at all
#6
04/28/2002 (11:24 pm)
you don't need a .cs for the show tool, the .cs is just for the engine, and programer to use in the game but you can use it to view all the sequence files if you want or just load them one at a time. i would just worry about getting one to work and then use the .cs to view all your animations. you need to create a root.dsq file for sequence 0 and walk will be sequence 1. for the root sequence delete the mesh and create a sequence dummy and name it root. setkeys from 0-30. you don't really need anything ckeck in the exporter for now this is just to test it. make sure your config file is set up right. also the error you got i get the same thing if i try and run the program on my computer a work because of the video card i guess, so you might have a hardware problem.
#7
I have a RIVA TNT 2 under winXP
So That sequence dummy. Do you have to link it on somthing?? like the bib? ore just no link?
Is there then any other vieuw program where I wont have these errors...
and what should I add to the export script then???
that sequence dummy ore can I just use the default one?
04/28/2002 (11:47 pm)
OK I'll try that...I have a RIVA TNT 2 under winXP
So That sequence dummy. Do you have to link it on somthing?? like the bib? ore just no link?
Is there then any other vieuw program where I wont have these errors...
and what should I add to the export script then???
that sequence dummy ore can I just use the default one?
#8
mount*
Bip*
under always export so all of my .bip will be exported along with all of my mounts, make sure you named the bounding box bounds. I only had a couple of other things in there but not much. I did that by default until i got things to work and then you can strt to play with it more. As far as another viewer goes I think this is it. and you don't have to delete any keys, i like to have them to make sure strides and movement is acutate just link the "bounds" box to the root bip....the little dimond.
04/29/2002 (12:01 am)
the sequence dummy does not have to be linked to anything, ctually you will get an error if you do. As for the .cfg file I put mount*
Bip*
under always export so all of my .bip will be exported along with all of my mounts, make sure you named the bounding box bounds. I only had a couple of other things in there but not much. I did that by default until i got things to work and then you can strt to play with it more. As far as another viewer goes I think this is it. and you don't have to delete any keys, i like to have them to make sure strides and movement is acutate just link the "bounds" box to the root bip....the little dimond.
#9
I got a bib skelet
bib01 is his name
I got a bounding box called bounds linkt to the bib01
I got a Cam, detail145, Eye, mount0, root and Ulink dummies..
Cam is linked to Unlink
detail145 is linked to bib01
Eye is linked to bib01 head
mount0 is linked to bib01 R hand
root is not linked
Unlink is linked to bib01
this is may scipt I use called dsqDefault.cfg
AlwaysExport:
eye
cam
mount0
Bip01
NeverExport:
Bip01 L Finger*
Bip01 R Finger*
Bip01 L Toe*
Bip01 R Toe*
=Params::T2AutoDetail 250
And then I say export sequenses...
I just selected dts exporter utility and then I Loaded the dsqDefault script. In the other tabs I did not changed anyting..
If I click export sequenses I get this error
Too many subtrees: t2autodetail only work with single subtree objects
What should I do???
05/01/2002 (4:22 am)
Ok this are the objects I gotI got a bib skelet
bib01 is his name
I got a bounding box called bounds linkt to the bib01
I got a Cam, detail145, Eye, mount0, root and Ulink dummies..
Cam is linked to Unlink
detail145 is linked to bib01
Eye is linked to bib01 head
mount0 is linked to bib01 R hand
root is not linked
Unlink is linked to bib01
this is may scipt I use called dsqDefault.cfg
AlwaysExport:
eye
cam
mount0
Bip01
NeverExport:
Bip01 L Finger*
Bip01 R Finger*
Bip01 L Toe*
Bip01 R Toe*
=Params::T2AutoDetail 250
And then I say export sequenses...
I just selected dts exporter utility and then I Loaded the dsqDefault script. In the other tabs I did not changed anyting..
If I click export sequenses I get this error
Too many subtrees: t2autodetail only work with single subtree objects
What should I do???
#10
Logan
05/01/2002 (8:19 am)
How is your character mesh setup in your scene? I suspect that you might have that linked up incorrectly in your scene.Logan
#11
hmmm I said this like an expert but that no character mesh is already somthing I learned on this forum.
so what could be linked wrong??
the bib itselfe??
05/01/2002 (3:38 pm)
wel i'm making dsq files here so there is no character mesh in it. just the things you see in my post are there...hmmm I said this like an expert but that no character mesh is already somthing I learned on this forum.
so what could be linked wrong??
the bib itselfe??
#12
There is no reason at all why you should be getting that error if you no longer have your character mesh in your scene.
Logan
05/01/2002 (3:42 pm)
I would have to see your file to be certain, but did you delete your mesh or just hide it?There is no reason at all why you should be getting that error if you no longer have your character mesh in your scene.
Logan
#13
always expot
Bip*
mount*
Cam
Eye
Never export
base*
start*
dummy*
delete
05/01/2002 (4:00 pm)
try and set up your .cfg file with thisalways expot
Bip*
mount*
Cam
Eye
Never export
base*
start*
dummy*
delete
#14
you do this by finding root inthe track veiw opening it up till you see start /stop sequence . then you create a key at the begnning and end of that track
then you open your config file , and add root to your always export list
also , when you exported your character mesh ,it cannot be linked to the biped
05/01/2002 (4:49 pm)
Ok if you are trying to export sequences , you need to addthe name of the sequence helper you are exporting into your cfg file . Say you are trying to export a root sequence , you have yo make a sequence helper , call it root , then go into track view and add a keyframe at the first and last frme of your sequence .you do this by finding root inthe track veiw opening it up till you see start /stop sequence . then you create a key at the begnning and end of that track
then you open your config file , and add root to your always export list
also , when you exported your character mesh ,it cannot be linked to the biped
Chad Hunt