Animating a character?
by Van der planken Roel · in Artist Corner · 05/28/2002 (2:20 pm) · 12 replies
Ok I tried a lot and had some help but still did not figure out how to export sequences.
I made a character with jokersgrins tutorial..
it is here on this forum
so my character looks just the same way..
it is out of one model etc...
now can sombody tell me what to do now for animating this guy like a walk animation with bib and a root one ofcource?
becouse I tried difrent things..;
like this for the root
deleted the multi::bodymesh and bodymesh
created a dummy called root
setted kayframes for the dummy root on 0 and 30
used the script of jokersgrin tutorial and added the line under always export
root
so root will aso be exported
used that script and exported the sequence as
player_root.dsq
now if I go into the vieuwer of torque I can see my model but the player_root.dsq is not attached to it..???
I have made a cs file that sais that it must be attached.
but I can not find it in the thread control..
normaly i have to see root in it wright???
pls tell me what am I missing????
I made a character with jokersgrins tutorial..
it is here on this forum
so my character looks just the same way..
it is out of one model etc...
now can sombody tell me what to do now for animating this guy like a walk animation with bib and a root one ofcource?
becouse I tried difrent things..;
like this for the root
deleted the multi::bodymesh and bodymesh
created a dummy called root
setted kayframes for the dummy root on 0 and 30
used the script of jokersgrin tutorial and added the line under always export
root
so root will aso be exported
used that script and exported the sequence as
player_root.dsq
now if I go into the vieuwer of torque I can see my model but the player_root.dsq is not attached to it..???
I have made a cs file that sais that it must be attached.
but I can not find it in the thread control..
normaly i have to see root in it wright???
pls tell me what am I missing????
#2
and the dts and dsq are in the same place
but that sequence start/stop I can not find that??
I open track vieuw drill down on that root dummy but ther is only transfor etc.. in it?
I just added keyframes in the position track
05/29/2002 (12:15 pm)
Well I exported the character with all the bips and stuff...and the dts and dsq are in the same place
but that sequence start/stop I can not find that??
I open track vieuw drill down on that root dummy but ther is only transfor etc.. in it?
I just added keyframes in the position track
#3
05/29/2002 (3:26 pm)
Are you using a sequence helper object? The wording of your question makes it unclear as to whether or not you created one.
#4
I started from the model I created and that one exports as an dts.
no errors and it is scaled wright etc...
Now I just deleted out the meshes (the mesh with the skin modifier and the
multires mesh.)
I just let the bib how it is. so the way it was fitted in my character.
I created a sequence dummy (yes yes that was a new thing)
I just let all the values as they are
went to track view
went to sequence start/stop and adde keyframes on 0 and 30
I went to utilities and then dts exporter
then I loaded my script by load button and selected my one...
then I just said export sequence and saved it in the same map as my dts.
I opend torque demo app but so that it starts as that viewer
I said load and pickt my dts.
And I opend threats.. and nothing is there
I shall past my 2 scripts here I used
one for the exporting and one in the same map as the dts for linking the
dsq...
Here is the exporting one
AlwaysExport:
eye
cam
mount0
root
NeverExport:
Bip01
Bip01 L Finger.nub
Bip01 R Finger.nub
Dummy*
Bip01 L Toe.nub
Bip01 R Toe.nub
start01
mountpoint
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
and here is the one for linking dts to sequence
//--------------------------------------------------------------------------
---
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//--------------------------------------------------------------------------
---
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "player.dts";
sequence0 = "player_root.dsq root";
sequence1 = "player_walk.dsq walk";
};
I added in the script also sequence one but it still does not excist is that
a problem?
the sequence 0 excist and is named correctly.
and this does not work....
please help me...
tnx...
05/31/2002 (12:46 am)
I started like this (so you can follow me step by step)I started from the model I created and that one exports as an dts.
no errors and it is scaled wright etc...
Now I just deleted out the meshes (the mesh with the skin modifier and the
multires mesh.)
I just let the bib how it is. so the way it was fitted in my character.
I created a sequence dummy (yes yes that was a new thing)
I just let all the values as they are
went to track view
went to sequence start/stop and adde keyframes on 0 and 30
I went to utilities and then dts exporter
then I loaded my script by load button and selected my one...
then I just said export sequence and saved it in the same map as my dts.
I opend torque demo app but so that it starts as that viewer
I said load and pickt my dts.
And I opend threats.. and nothing is there
I shall past my 2 scripts here I used
one for the exporting and one in the same map as the dts for linking the
dsq...
Here is the exporting one
AlwaysExport:
eye
cam
mount0
root
NeverExport:
Bip01
Bip01 L Finger.nub
Bip01 R Finger.nub
Dummy*
Bip01 L Toe.nub
Bip01 R Toe.nub
start01
mountpoint
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
-Param::findMergeIndices
-Param::computeScreenError
and here is the one for linking dts to sequence
//--------------------------------------------------------------------------
---
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//--------------------------------------------------------------------------
---
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "player.dts";
sequence0 = "player_root.dsq root";
sequence1 = "player_walk.dsq walk";
};
I added in the script also sequence one but it still does not excist is that
a problem?
the sequence 0 excist and is named correctly.
and this does not work....
please help me...
tnx...
#5
The .cfg file you are using needs to be in the same directory as the max shape you are exporting. Laoding it from the uitliy panel won't work.
Check the dump file to make sure that the .cfg is being loaded and used. Also, look in the console for any warning messages. The console will usually tell you that the sequence did not load and why it could not load it.
05/31/2002 (8:14 am)
It sounds like the DSQ and the DTS are not matching up.The .cfg file you are using needs to be in the same directory as the max shape you are exporting. Laoding it from the uitliy panel won't work.
Check the dump file to make sure that the .cfg is being loaded and used. Also, look in the console for any warning messages. The console will usually tell you that the sequence did not load and why it could not load it.
#6
fps/data/shapes/player/Newfolder/player.cs (0) : Register object failed for object player.dts
and if I manualy load that sequence I get this line
Missing Sequence fps/data/shapes/player/Newfolder/player_root.dsq for fps/data/shapes/player/Newfolder/player.dts
and here is my dump file when I exported the sequence
I do not see anything wrong by my knoledge..
can sombody else check it please??
Max file E:\3dsmax4\Scenes\animation\exportplayerani.max exported to e:\3dsmax4\meshes\player_root.dsq
Exported on Sat Jun 01 12:34:05 2002
Begin reading config file "E:\3dsmax4\Scenes\animation\player.cfg".
Always export node: "AlwaysExport: "
Always export node: "eye "
Always export node: "cam "
Always export node: "mount0 "
Always export node: "root"
Always export node: "NeverExport: "
Always export node: "Bip01"
Always export node: "Bip01 L Finger.nub "
Always export node: "Bip01 R Finger.nub "
Always export node: "Dummy* "
Always export node: "Bip01 L Toe.nub "
Always export node: "Bip01 R Toe.nub "
Always export node: "start01 "
Always export node: "mountpoint "
Unknown bool parameter "Error::AllowEmptySubtrees "
Unknown bool parameter "Error::AllowCrossedDetails "
Unknown bool parameter "Error::AllowUnusedMeshes "
Unknown bool parameter "Error::AllowOldSequences "
Unknown bool parameter "Error::RequireViconNode "
Unknown bool parameter "Param::CollapseTransforms "
Unknown bool parameter "Param::findMergeIndices "
Unknown bool parameter "Param::computeScreenError "
End reading config file.
First pass: collect useful nodes...
Processing Node Bip01 with parent Scene Root
Found VICON node (Bip01)
Processing Node Bip01 Footsteps with parent Bip01
Processing Node Bip01 Pelvis with parent Bip01
Processing Node Bip01 Spine with parent Bip01 Pelvis
Processing Node Bip01 Spine1 with parent Bip01 Spine
Processing Node Bip01 Spine2 with parent Bip01 Spine1
Processing Node Bip01 Neck with parent Bip01 Spine2
Processing Node Bip01 Head with parent Bip01 Neck
Processing Node Bip01 HeadNub with parent Bip01 Head
Processing Node Eye with parent Bip01 Head
Processing Node Bip01 L Clavicle with parent Bip01 Neck
Processing Node Bip01 L UpperArm with parent Bip01 L Clavicle
Processing Node Bip01 L Forearm with parent Bip01 L UpperArm
Processing Node Bip01 L Hand with parent Bip01 L Forearm
Processing Node Bip01 L Finger0 with parent Bip01 L Hand
Processing Node Bip01 L Finger0Nub with parent Bip01 L Finger0
Processing Node Bip01 R Clavicle with parent Bip01 Neck
Processing Node Bip01 R UpperArm with parent Bip01 R Clavicle
Processing Node Bip01 R Forearm with parent Bip01 R UpperArm
Processing Node Bip01 R Hand with parent Bip01 R Forearm
Processing Node Bip01 R Finger0 with parent Bip01 R Hand
Processing Node Bip01 R Finger0Nub with parent Bip01 R Finger0
Processing Node mount0 with parent Bip01 R Hand
Processing Node Bip01 L Thigh with parent Bip01 Spine
Processing Node Bip01 L Calf with parent Bip01 L Thigh
Processing Node Bip01 L Foot with parent Bip01 L Calf
Processing Node Bip01 L Toe0 with parent Bip01 L Foot
Processing Node Bip01 L Toe01 with parent Bip01 L Toe0
Processing Node Bip01 L Toe02 with parent Bip01 L Toe01
Processing Node Bip01 L Toe0Nub with parent Bip01 L Toe02
Processing Node Bip01 R Thigh with parent Bip01 Spine
Processing Node Bip01 R Calf with parent Bip01 R Thigh
Processing Node Bip01 R Foot with parent Bip01 R Calf
Processing Node Bip01 R Toe0 with parent Bip01 R Foot
Processing Node Bip01 R Toe01 with parent Bip01 R Toe0
Processing Node Bip01 R Toe02 with parent Bip01 R Toe01
Processing Node Bip01 R Toe0Nub with parent Bip01 R Toe02
Processing Node Bounds with parent Bip01
Bounding box found
Processing Node Detail145 with parent Bip01
Processing Node Detail80 with parent Bip01
Processing Node Detail60 with parent Bip01
Processing Node Detail30 with parent Bip01
Processing Node Detail18 with parent Bip01
Processing Node Detail12 with parent Bip01
Processing Node Detail6 with parent Bip01
Processing Node Detail3 with parent Bip01
Processing Node Unlink with parent Bip01
Processing Node Cam with parent Unlink
Processing Node root with parent Scene Root
Sequence root found.
Second pass: put shape structure together...
Ignoring node named "Bip01 Footsteps" off subtree "Bip01" because no trailing number.
Adding detail named "Detail145" of size 145 to subtree "Bip01".
Adding detail named "Detail80" of size 80 to subtree "Bip01".
Adding detail named "Detail60" of size 60 to subtree "Bip01".
Adding detail named "Detail30" of size 30 to subtree "Bip01".
Adding detail named "Detail18" of size 18 to subtree "Bip01".
Adding detail named "Detail12" of size 12 to subtree "Bip01".
Adding detail named "Detail6" of size 6 to subtree "Bip01".
Adding detail named "Detail3" of size 3 to subtree "Bip01".
Adding node "Bip01" with parent "Bip01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Pelvis" with parent "Bip01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Spine" with parent "Bip01 Pelvis" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Spine1" with parent "Bip01 Spine" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Spine2" with parent "Bip01 Spine1" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Neck" with parent "Bip01 Spine2" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Head" with parent "Bip01 Neck" to subtree rooted on max-node "Bip01".
Adding node "Bip01 HeadNub" with parent "Bip01 Head" to subtree rooted on max-node "Bip01".
Adding node "Eye" with parent "Bip01 Head" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Clavicle" with parent "Bip01 Neck" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L UpperArm" with parent "Bip01 L Clavicle" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Forearm" with parent "Bip01 L UpperArm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Hand" with parent "Bip01 L Forearm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Finger0" with parent "Bip01 L Hand" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Finger0Nub" with parent "Bip01 L Finger0" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Clavicle" with parent "Bip01 Neck" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R UpperArm" with parent "Bip01 R Clavicle" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Forearm" with parent "Bip01 R UpperArm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Hand" with parent "Bip01 R Forearm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Finger0" with parent "Bip01 R Hand" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Finger0Nub" with parent "Bip01 R Finger0" to subtree rooted on max-node "Bip01".
Adding node "mount0" with parent "Bip01 R Hand" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Thigh" with parent "Bip01 Spine" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Calf" with parent "Bip01 L Thigh" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Foot" with parent "Bip01 L Calf" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe0" with parent "Bip01 L Foot" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe01" with parent "Bip01 L Toe0" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe02" with parent "Bip01 L Toe01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe0Nub" with parent "Bip01 L Toe02" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Thigh" with parent "Bip01 Spine" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Calf" with parent "Bip01 R Thigh" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Foot" with parent "Bip01 R Calf" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe0" with parent "Bip01 R Foot" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe01" with parent "Bip01 R Toe0" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe02" with parent "Bip01 R Toe01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe0Nub" with parent "Bip01 R Toe02" to subtree rooted on max-node "Bip01".
Adding node "Unlink" with parent "Bip01" to subtree rooted on max-node "Bip01".
Adding node "Cam" with parent "Unlink" to subtree rooted on max-node "Bip01".
Third pass: Collapsing unneeded nodes...
Removing node "Bip01 Pelvis"
Removing node "Bip01 Spine"
Removing node "Bip01 Spine1"
Removing node "Bip01 Spine2"
Removing node "Bip01 Neck"
Removing node "Bip01 Head"
Removing node "Bip01 HeadNub"
Removing node "Eye"
Removing node "Bip01 L Clavicle"
Removing node "Bip01 L UpperArm"
Removing node "Bip01 L Forearm"
Removing node "Bip01 L Hand"
Removing node "Bip01 L Finger0"
Removing node "Bip01 L Finger0Nub"
Removing node "Bip01 R Clavicle"
Removing node "Bip01 R UpperArm"
Removing node "Bip01 R Forearm"
Removing node "Bip01 R Hand"
Removing node "Bip01 R Finger0"
Removing node "Bip01 R Finger0Nub"
Removing node "mount0"
Removing node "Bip01 L Thigh"
Removing node "Bip01 L Calf"
Removing node "Bip01 L Foot"
Removing node "Bip01 L Toe0"
Removing node "Bip01 L Toe01"
Removing node "Bip01 L Toe02"
Removing node "Bip01 L Toe0Nub"
Removing node "Bip01 R Thigh"
Removing node "Bip01 R Calf"
Removing node "Bip01 R Foot"
Removing node "Bip01 R Toe0"
Removing node "Bip01 R Toe01"
Removing node "Bip01 R Toe02"
Removing node "Bip01 R Toe0Nub"
Removing node "Unlink"
Removing node "Cam"
Add default object states...
Add default node states...
Adding node rotation at time 0 for node "Bip01".
rotation: x=0.00000, y=0.00000, z=-0.71017, w=0.70400
---------------------------------
Adding node translation at time 0 for node "Bip01".
translation: x=0.02232, y=0.00475, z=1.00701
---------------------------------
Adding 1 sequences...
Adding sequence 0 named "root"
Enabled animation: T , Forced animation: , Default priority = 0.
Duration = 1.03333, secPerFrame = 0.06889, # frames = 15
Sequence includes 0 nodes, 0 objects, 0 decals, and 0 ifl materials
0 rotations, 0 translations, 0 scales
Adding 2 ground transform frames at 1.00000 sec per frame intervals.
06/01/2002 (3:27 am)
If I load the dts file I get this line in console:fps/data/shapes/player/Newfolder/player.cs (0) : Register object failed for object player.dts
and if I manualy load that sequence I get this line
Missing Sequence fps/data/shapes/player/Newfolder/player_root.dsq for fps/data/shapes/player/Newfolder/player.dts
and here is my dump file when I exported the sequence
I do not see anything wrong by my knoledge..
can sombody else check it please??
Max file E:\3dsmax4\Scenes\animation\exportplayerani.max exported to e:\3dsmax4\meshes\player_root.dsq
Exported on Sat Jun 01 12:34:05 2002
Begin reading config file "E:\3dsmax4\Scenes\animation\player.cfg".
Always export node: "AlwaysExport: "
Always export node: "eye "
Always export node: "cam "
Always export node: "mount0 "
Always export node: "root"
Always export node: "NeverExport: "
Always export node: "Bip01"
Always export node: "Bip01 L Finger.nub "
Always export node: "Bip01 R Finger.nub "
Always export node: "Dummy* "
Always export node: "Bip01 L Toe.nub "
Always export node: "Bip01 R Toe.nub "
Always export node: "start01 "
Always export node: "mountpoint "
Unknown bool parameter "Error::AllowEmptySubtrees "
Unknown bool parameter "Error::AllowCrossedDetails "
Unknown bool parameter "Error::AllowUnusedMeshes "
Unknown bool parameter "Error::AllowOldSequences "
Unknown bool parameter "Error::RequireViconNode "
Unknown bool parameter "Param::CollapseTransforms "
Unknown bool parameter "Param::findMergeIndices "
Unknown bool parameter "Param::computeScreenError "
End reading config file.
First pass: collect useful nodes...
Processing Node Bip01 with parent Scene Root
Found VICON node (Bip01)
Processing Node Bip01 Footsteps with parent Bip01
Processing Node Bip01 Pelvis with parent Bip01
Processing Node Bip01 Spine with parent Bip01 Pelvis
Processing Node Bip01 Spine1 with parent Bip01 Spine
Processing Node Bip01 Spine2 with parent Bip01 Spine1
Processing Node Bip01 Neck with parent Bip01 Spine2
Processing Node Bip01 Head with parent Bip01 Neck
Processing Node Bip01 HeadNub with parent Bip01 Head
Processing Node Eye with parent Bip01 Head
Processing Node Bip01 L Clavicle with parent Bip01 Neck
Processing Node Bip01 L UpperArm with parent Bip01 L Clavicle
Processing Node Bip01 L Forearm with parent Bip01 L UpperArm
Processing Node Bip01 L Hand with parent Bip01 L Forearm
Processing Node Bip01 L Finger0 with parent Bip01 L Hand
Processing Node Bip01 L Finger0Nub with parent Bip01 L Finger0
Processing Node Bip01 R Clavicle with parent Bip01 Neck
Processing Node Bip01 R UpperArm with parent Bip01 R Clavicle
Processing Node Bip01 R Forearm with parent Bip01 R UpperArm
Processing Node Bip01 R Hand with parent Bip01 R Forearm
Processing Node Bip01 R Finger0 with parent Bip01 R Hand
Processing Node Bip01 R Finger0Nub with parent Bip01 R Finger0
Processing Node mount0 with parent Bip01 R Hand
Processing Node Bip01 L Thigh with parent Bip01 Spine
Processing Node Bip01 L Calf with parent Bip01 L Thigh
Processing Node Bip01 L Foot with parent Bip01 L Calf
Processing Node Bip01 L Toe0 with parent Bip01 L Foot
Processing Node Bip01 L Toe01 with parent Bip01 L Toe0
Processing Node Bip01 L Toe02 with parent Bip01 L Toe01
Processing Node Bip01 L Toe0Nub with parent Bip01 L Toe02
Processing Node Bip01 R Thigh with parent Bip01 Spine
Processing Node Bip01 R Calf with parent Bip01 R Thigh
Processing Node Bip01 R Foot with parent Bip01 R Calf
Processing Node Bip01 R Toe0 with parent Bip01 R Foot
Processing Node Bip01 R Toe01 with parent Bip01 R Toe0
Processing Node Bip01 R Toe02 with parent Bip01 R Toe01
Processing Node Bip01 R Toe0Nub with parent Bip01 R Toe02
Processing Node Bounds with parent Bip01
Bounding box found
Processing Node Detail145 with parent Bip01
Processing Node Detail80 with parent Bip01
Processing Node Detail60 with parent Bip01
Processing Node Detail30 with parent Bip01
Processing Node Detail18 with parent Bip01
Processing Node Detail12 with parent Bip01
Processing Node Detail6 with parent Bip01
Processing Node Detail3 with parent Bip01
Processing Node Unlink with parent Bip01
Processing Node Cam with parent Unlink
Processing Node root with parent Scene Root
Sequence root found.
Second pass: put shape structure together...
Ignoring node named "Bip01 Footsteps" off subtree "Bip01" because no trailing number.
Adding detail named "Detail145" of size 145 to subtree "Bip01".
Adding detail named "Detail80" of size 80 to subtree "Bip01".
Adding detail named "Detail60" of size 60 to subtree "Bip01".
Adding detail named "Detail30" of size 30 to subtree "Bip01".
Adding detail named "Detail18" of size 18 to subtree "Bip01".
Adding detail named "Detail12" of size 12 to subtree "Bip01".
Adding detail named "Detail6" of size 6 to subtree "Bip01".
Adding detail named "Detail3" of size 3 to subtree "Bip01".
Adding node "Bip01" with parent "Bip01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Pelvis" with parent "Bip01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Spine" with parent "Bip01 Pelvis" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Spine1" with parent "Bip01 Spine" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Spine2" with parent "Bip01 Spine1" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Neck" with parent "Bip01 Spine2" to subtree rooted on max-node "Bip01".
Adding node "Bip01 Head" with parent "Bip01 Neck" to subtree rooted on max-node "Bip01".
Adding node "Bip01 HeadNub" with parent "Bip01 Head" to subtree rooted on max-node "Bip01".
Adding node "Eye" with parent "Bip01 Head" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Clavicle" with parent "Bip01 Neck" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L UpperArm" with parent "Bip01 L Clavicle" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Forearm" with parent "Bip01 L UpperArm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Hand" with parent "Bip01 L Forearm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Finger0" with parent "Bip01 L Hand" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Finger0Nub" with parent "Bip01 L Finger0" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Clavicle" with parent "Bip01 Neck" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R UpperArm" with parent "Bip01 R Clavicle" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Forearm" with parent "Bip01 R UpperArm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Hand" with parent "Bip01 R Forearm" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Finger0" with parent "Bip01 R Hand" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Finger0Nub" with parent "Bip01 R Finger0" to subtree rooted on max-node "Bip01".
Adding node "mount0" with parent "Bip01 R Hand" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Thigh" with parent "Bip01 Spine" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Calf" with parent "Bip01 L Thigh" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Foot" with parent "Bip01 L Calf" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe0" with parent "Bip01 L Foot" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe01" with parent "Bip01 L Toe0" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe02" with parent "Bip01 L Toe01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 L Toe0Nub" with parent "Bip01 L Toe02" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Thigh" with parent "Bip01 Spine" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Calf" with parent "Bip01 R Thigh" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Foot" with parent "Bip01 R Calf" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe0" with parent "Bip01 R Foot" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe01" with parent "Bip01 R Toe0" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe02" with parent "Bip01 R Toe01" to subtree rooted on max-node "Bip01".
Adding node "Bip01 R Toe0Nub" with parent "Bip01 R Toe02" to subtree rooted on max-node "Bip01".
Adding node "Unlink" with parent "Bip01" to subtree rooted on max-node "Bip01".
Adding node "Cam" with parent "Unlink" to subtree rooted on max-node "Bip01".
Third pass: Collapsing unneeded nodes...
Removing node "Bip01 Pelvis"
Removing node "Bip01 Spine"
Removing node "Bip01 Spine1"
Removing node "Bip01 Spine2"
Removing node "Bip01 Neck"
Removing node "Bip01 Head"
Removing node "Bip01 HeadNub"
Removing node "Eye"
Removing node "Bip01 L Clavicle"
Removing node "Bip01 L UpperArm"
Removing node "Bip01 L Forearm"
Removing node "Bip01 L Hand"
Removing node "Bip01 L Finger0"
Removing node "Bip01 L Finger0Nub"
Removing node "Bip01 R Clavicle"
Removing node "Bip01 R UpperArm"
Removing node "Bip01 R Forearm"
Removing node "Bip01 R Hand"
Removing node "Bip01 R Finger0"
Removing node "Bip01 R Finger0Nub"
Removing node "mount0"
Removing node "Bip01 L Thigh"
Removing node "Bip01 L Calf"
Removing node "Bip01 L Foot"
Removing node "Bip01 L Toe0"
Removing node "Bip01 L Toe01"
Removing node "Bip01 L Toe02"
Removing node "Bip01 L Toe0Nub"
Removing node "Bip01 R Thigh"
Removing node "Bip01 R Calf"
Removing node "Bip01 R Foot"
Removing node "Bip01 R Toe0"
Removing node "Bip01 R Toe01"
Removing node "Bip01 R Toe02"
Removing node "Bip01 R Toe0Nub"
Removing node "Unlink"
Removing node "Cam"
Add default object states...
Add default node states...
Adding node rotation at time 0 for node "Bip01".
rotation: x=0.00000, y=0.00000, z=-0.71017, w=0.70400
---------------------------------
Adding node translation at time 0 for node "Bip01".
translation: x=0.02232, y=0.00475, z=1.00701
---------------------------------
Adding 1 sequences...
Adding sequence 0 named "root"
Enabled animation: T , Forced animation: , Default priority = 0.
Duration = 1.03333, secPerFrame = 0.06889, # frames = 15
Sequence includes 0 nodes, 0 objects, 0 decals, and 0 ifl materials
0 rotations, 0 translations, 0 scales
Adding 2 ground transform frames at 1.00000 sec per frame intervals.
#7
Also, it seems kinda odd that your eye and cam nodes are in the AlwaysExport list and are still getting removed from your scene. It's also odd that the Bip01 node is in the never export list and it is the only thing being exported to the sequence. Could mean that the .cfg file that you posted here is not the same as the one that is being used to export the sequence. Like Joe said, the .cfg has to be in the same dir as the .max file your exporting from.
For your .cs file add the relative path refrence so that your .cs file looks like this:
//--------------------------------------------------------------------------
---
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//--------------------------------------------------------------------------
---
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./player.dts";
sequence0 = "./player_root.dsq root";
sequence1 = "./player_walk.dsq walk";
};
This is what I have for exporting my root animation (has all the bip nodes for my character; if you have more nodes in your character that you want exported like your bip01 toe* nodes add them to the AlwaysExport list.):
AlwaysExport:
eye
cam
mount0
Bip01 Head
Bip01 L Calf
Bip01 R Calf
Bip01 L Clavicle
Bip01 R Clavicle
Bip01 L Foot
Bip01 R Foot
Bip01 L Forearm
Bip01 R Forearm
Bip01 L Hand
Bip01 R Hand
Bip01 L Thigh
Bip01 R Thigh
Bip01 L UpperArm
Bip01 R UpperArm
Bip01 Neck
Bip01 Pelvis
Bip01 Spine2
Bip01 Spine1
Bip01 Spine0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
DELETE*
Ski0
Ski1
Light0
Light1
Hope this helps.
Alc
06/02/2002 (7:18 am)
In the third pass of exporting all of your nodes are getting removed. I assume that since this is the root animation that you want the whole body to be exported, in which case you should have all of the Bip objects in the AlwaysExport section of your .cfg file.Also, it seems kinda odd that your eye and cam nodes are in the AlwaysExport list and are still getting removed from your scene. It's also odd that the Bip01 node is in the never export list and it is the only thing being exported to the sequence. Could mean that the .cfg file that you posted here is not the same as the one that is being used to export the sequence. Like Joe said, the .cfg has to be in the same dir as the .max file your exporting from.
For your .cs file add the relative path refrence so that your .cs file looks like this:
//--------------------------------------------------------------------------
---
// Torque Game Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//--------------------------------------------------------------------------
---
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./player.dts";
sequence0 = "./player_root.dsq root";
sequence1 = "./player_walk.dsq walk";
};
This is what I have for exporting my root animation (has all the bip nodes for my character; if you have more nodes in your character that you want exported like your bip01 toe* nodes add them to the AlwaysExport list.):
AlwaysExport:
eye
cam
mount0
Bip01 Head
Bip01 L Calf
Bip01 R Calf
Bip01 L Clavicle
Bip01 R Clavicle
Bip01 L Foot
Bip01 R Foot
Bip01 L Forearm
Bip01 R Forearm
Bip01 L Hand
Bip01 R Hand
Bip01 L Thigh
Bip01 R Thigh
Bip01 L UpperArm
Bip01 R UpperArm
Bip01 Neck
Bip01 Pelvis
Bip01 Spine2
Bip01 Spine1
Bip01 Spine0
NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dummy*
Bip01 L Toe*
Bip01 R Toe*
start01
mountpoint
DELETE*
Ski0
Ski1
Light0
Light1
Hope this helps.
Alc
#8
I created a folder animation in my scenes folder of max and there is the .max file and my script file.
but I'll try your script now.
tanks for the help already..
06/03/2002 (12:40 am)
Ok I'll try your script but one thing. I'm shure my cfg script is in the same dir as the .max fileI created a folder animation in my scenes folder of max and there is the .max file and my script file.
but I'll try your script now.
tanks for the help already..
#9
strange...?????
This is my structure where my files are
in 3dmax4 folder
/scenes/animation/root/exportplayerani.max
/scenes/animation/root/player_root.cfg
in max I click the load button and pick player_root.cfg and click load then I pres sequences. (must colaps transforms be unchecked?)
I save it under
/meshes/player_root.dsq
then I coppy iet to this folder where the player.dts is
(I made that player.dts and It exports fine. the info about this is on previeus post in this forum)
/fps/data/shapes/player/New Folder/player_root.dsq
somtimes I export it also imediatly to this folder instead of first to the meshes folder.
Now If I load player.dts in the console I get agian
sequence not found etc....
06/03/2002 (2:12 am)
hmmm still does not work and I getted the same dumb file...strange...?????
This is my structure where my files are
in 3dmax4 folder
/scenes/animation/root/exportplayerani.max
/scenes/animation/root/player_root.cfg
in max I click the load button and pick player_root.cfg and click load then I pres sequences. (must colaps transforms be unchecked?)
I save it under
/meshes/player_root.dsq
then I coppy iet to this folder where the player.dts is
(I made that player.dts and It exports fine. the info about this is on previeus post in this forum)
/fps/data/shapes/player/New Folder/player_root.dsq
somtimes I export it also imediatly to this folder instead of first to the meshes folder.
Now If I load player.dts in the console I get agian
sequence not found etc....
#10
06/07/2002 (2:01 am)
plssssss help...???????
#11
Make sure your .cfg is in the same folder as the animation. Make sure the base DTS file is exported correctly so it can load the DSQ.
Check to make sure your DTS and DSQ files are in the same folder, and that the .cs file you are using is calling out to the correct files.
The description you have written makes it sound like you do not have the same nodes in the DTS and the DSQ. You need to check the dump files for both after exporting to make sure that both files have the same node structure. An easy way to do this is to add all the nodes in the shape to the .cfg in the Always Export list and use the same .cfg for both.
06/07/2002 (7:50 am)
Not quite sure what your problem is. The description of what you are doing is still not clear.Make sure your .cfg is in the same folder as the animation. Make sure the base DTS file is exported correctly so it can load the DSQ.
Check to make sure your DTS and DSQ files are in the same folder, and that the .cs file you are using is calling out to the correct files.
The description you have written makes it sound like you do not have the same nodes in the DTS and the DSQ. You need to check the dump files for both after exporting to make sure that both files have the same node structure. An easy way to do this is to add all the nodes in the shape to the .cfg in the Always Export list and use the same .cfg for both.
#12
and also I only deleted the multires::bodymesh en the bodymesh out for making the dsq...
everything is in the same folder...
wrealy...
06/08/2002 (3:14 am)
well im shure they have the same nodes becouse I only added the sequence dummy to the dsq cfg en always exprort list.and also I only deleted the multires::bodymesh en the bodymesh out for making the dsq...
everything is in the same folder...
wrealy...
Torque Owner Greg Findlay
Run the show tool and load your model. Drop the console and see what the error is that your getting.
The most likely cause of this is that your sequence information is getting culled out when your exporting the character. If you have no animation information on a bip object (ie there is some bodypart that doesn't move) the exporter will remove it from the scene. You should set up your .cfg file to always export the bip objects that you want in the sequence and never export the ones you don't.
Next, did you make your keyframes for the animation in the trackview editor under the Sequence Begin/End? That's where the keyframes need to be created.
Alc