Game Development Community

Eye and cam nodes

by Mark Pilkington · in Artist Corner · 08/27/2006 (2:35 am) · 7 replies

I have a new problem with the .CFG files, I've looked at the stock Orc's cfg file and noticed that the Mount nodes are all listed. Now my dts model of my character is exporting fine and loads into Show tools with its texture fine ONLY I've noticed that the cam, eye, and mount nodes aren't included.

Any reason why not? Here is my current dtsScene.cfg file

AlwaysExport:
eye
cam
mount0
mount1
mount2

root
waist
spine
neck
neck_nub
LFT_arm_upper
LFT_arm_lower
LFT_hand
LFT_hand_nub
RT_arm_upper1
RT_arm_lower1
RT_hand1
RT_hand_nub1
LFT_leg_upper
LFT_leg_lower
LFT_foot
LFT_toe
LFT_foot_nub
RT_leg_upper1
RT_leg_lower1
RT_foot1
RT_toe1
RT_foot_nub1

I still don't what the astrix means when you add it to an object in the cfg file.

Any help is much appreciated.

--- on a side note

I have to Mount joints parented to the hands and a Mount node parented to the neck nub so we can have changable heads. The cam and eye nodes are parented to the Root bone.

Cheers

#1
08/27/2006 (2:47 am)
www.blacktreeuk.net/misc/player.JPG
www.blacktreeuk.net/misc/player_hype.jpg

Here is my place holder character and my hypergraph window


I know people will say Z is up you idiot!!! But I;m going off this tutorial. I don't know how old it is but he uses Z to point away from the character's back. http://www.knuthybinette.com/animationTut.doc

Hope this helps.
#2
08/30/2006 (1:47 am)
I later found that I had to embed the skeleton's root bone and register the character's mesh as detail1 and thought this might help.

Sadly my dts shape is still missing the cam, eye and moutn nodes.


Does anyone know whats going on?
#3
09/01/2006 (7:37 am)
Here's a couple of things I see right away. First off.. the mesh needs to be OUTSIDE of the base01 / start01 nodes when you have bones. Just move that out of that parenting scheme.

On the cam; create another node (just duplicate your cam node) and call it "unlink". Then place the cam node as the unlink's child. Make sure you add "unlink" to your .cfg file.

In the engine, Y is forward, and Z is up. Make sure you rotate those nodes so that Y points forward.

Your mesh needs to be bound to the skeleton, as well. Not sure if you've done that yet.

Good luck,
Fredrik S
#4
09/01/2006 (8:35 am)
Read your dump file as well see if its removing the cam/eye nodes on third pass add this to your
cfg at the end -> -Param::CollapseTransforms <-- some have said it don't help but it fixed that issue for me.
#5
09/01/2006 (9:54 am)
I took your bone names and this Cfg with this Hierarchy added them to a player model and it exported with a Sequence_moveleg just moved the leg up down exported fine with all the nodes/mounts

AlwaysExport:
eye
cam
mount0
mount1
root
waist
spine
neck
neck_nub
LFT_arm_upper
LFT_arm_lower
LFT_hand
LFT_hand_nub
RT_arm_upper
RT_arm_lower
RT_hand1
RT_hand_nub
LFT_leg_upper
LFT_leg_lower
LFT_foot
LFT_toe
LFT_foot_nub
RT_leg_upper
RT_leg_lower
RT_foot
RT_toe1
RT_foot_nub
-Param::CollapseTransforms


www.picturehosting.org/images/dmac/boyexpoth.jpgIn the show tool
www.picturehosting.org/images/dmac/boyexport.jpg
#6
09/04/2006 (5:35 am)
Yeah Cheers

I've not been able to reply as I've moved to a new flat and I'm waiting for the net there. The cam, mount and eye nodes now export and are in my TST's scene which is great. I have the mounts also aligned correctly now. I need to include a col mesh to my test character. I'll post more if I run into some problems

Cheers.
#7
09/08/2006 (7:38 am)
I have a new problem, probably something thats not that unusual with Mountpoints.

I'm attaching the head to the neck, now it attaches fine and is fiacing the right direction on't rather thatn connecting to the neck from the mountpoint its like its off set as it's floating in the air above the neck. When I moved the moint point to the head bone I freezed the transforms on it before I parented it so does anyone know why this might be happening.

I'll post some screenshots of the problem this weekend if people need them.

Cheers