Game Development Community

Setting up Segmented Model for Export

by Chris Ushko · in Artist Corner · 08/23/2006 (7:52 am) · 5 replies

When you set up a segmented model for export, where do all the skins go, and where do you parent the bounding box?

#1
08/23/2006 (8:26 am)
What kind of model player or static?..... static you wood sift select each pace of mesh then click bounds in the dts utility making sure to freeze transforms/delete history first..... Player do the same then parent/constraint
bounds to you rig like your root bone so it move/rotate with your rig.
#2
08/23/2006 (10:21 am)
It's a vehicle with multiple moving objects on it, and I can't just use the "parent mesh to bone" technique, since what I'm building requires these pieces to be deformed and move together. At the moment, I can easily create the bounding box, but I've got all these skins sitting outside the base01 and I'm not sure how to connect the bounds to all of them.
#3
08/23/2006 (11:11 am)
Got it!

If your skeleton has helpers on it which the bones are constrained to, then you need to place the helpers inside the start01 node along with them. Then you can just place your skins outside the base01 hierarchy and leave the bounds unparented to anything.

Kind of like this:

base01
-->start01
------->rootCTRL
------------>otherCTRLs
------->rootJoint
------------>otherJoints
------->Col_1
-->detail2
-->Collision_1
firstSkin2
secondSkin2
thirdSkin2
bounds

I can think this can also be chalked up as a solution for an "Optimizing Meshes" crash in the dump file, since that was the main problem I was having. But so far, that seems to be the working hierarchy for exporting multiple skinned objects for segmented models.
#4
08/23/2006 (12:18 pm)
Post a cap of you models hierarchy in hypergraph basic cars are not that hard to setup i have some with more then one mesh and materials with LOD's
#5
08/23/2006 (1:28 pm)
Basically, that is what my hierarchy looks like. But it works now, so it's all good.