Game Development Community

Bones to TGE

by Krane · in Artist Corner · 12/05/2006 (9:22 am) · 13 replies

I have a model in max w/ bones, etc. I was wondering what should I do in order to put this model in my game and have him use the Orc's animations. Is that possible? If yes, what should I do? How the bones structure works? Do my model needs the same bones structure from the Orc to use his animations?

Thanks.

#1
12/05/2006 (10:02 am)
Yes and Yes. You need to have the same bones present in your model as the orc does. Best thing is to open player.max and checkout the Biped it uses.
#2
12/05/2006 (10:58 am)
Same bones size? or just the same number of bones w/ the correspondent names?
#3
12/05/2006 (11:00 am)
Aye. Needs same number and same names. Sizes can be diffrent.
#4
12/05/2006 (11:19 am)
Thanks for the quick response, Thak!
#5
12/05/2006 (2:46 pm)
Wait a second...The player.max uses a biped!

So...bones are not really necessary? All the Orc animations are biped motion capture? So, as long as I have a model rigged w/ a biped thru physyque, all I need to do is to export it to TGE and it will read all the Orc's animation?

I'm trying to export the player.max and I'm getting the same error...I'm using the new exporter, btw. Please help!
#6
12/06/2006 (3:12 am)
Aye Biped it is. ;) Sweet eh?

Do not use physique (that would export as a vertexblend animation). Use the skin modifier.

Setup the Biped so it has the same bones as the orc.
I think thats only 2 fingers and 2 or 3 spines not sure, exactly so ya have to check that. If your model has more bones then that would not matter either. Be sure to also create eye, cam, unlink and mount nodes. Best bet is to create ski0 and ski1 as well just to be sure.

I still use the old exporter and that works just fine, so I can't help ya there mate. I am sure the DI-Exporter is great, I am just too stuck with my workflow to change. I like doing the setups manually too. ;)
#7
12/06/2006 (10:09 am)
Thanks, Thak! But how to uninstall the exporter Plus? I removed the dle flie from the plugins folder, but I still can see the button on my tools bar...
#8
12/06/2006 (10:13 am)
I think the new exporter has an install/uninstaller. Check the software list in your system.
#9
12/06/2006 (1:16 pm)
Indeed, I had to delete from the "Add/Remove programs"....Anyway, I tryed to export the player.max and I got no errors...but my model don't show up in-game...I need to mess up w/ that for a while.

But, at least I got no errors w/ the old exporter.

Thanks again for your help, Thak.
#10
12/06/2006 (1:47 pm)
Before you try it ingame try the Showtool pro if you have it. Make sure the texture is in the same folder and check that you setup the detailnodes when exporting so there actually is something to export. :)
#11
12/06/2006 (2:03 pm)
I exported the player.max again, just changed the png texture by a jpg texture and it exported (finally!). But, it crashes the game only at these conditions:

1) I press TAB to see the model in 3rd person
2) I switch to the camera (ctrl+C) and I get close to the player.

I can see the model in-game, just cannot get close to it....that's weird!

edit: I was taking a looka at the player.cfg and it says "Never Export: Bip01 L Finger, etc..." aren't these nodes important?

I have a feeling my cfg file is not setup correctly...
#12
12/06/2006 (4:51 pm)
Happiness have a name: unmessDTS !!!!!!!!! I manage to export a character into my game for the 1st time after weeks strogling w/ "new" exporter.....

Thanks for your help, Thak!
#13
12/06/2006 (4:55 pm)
Heh Unmess dts helped, never would've treaded there. ;) Cool tho happy ya got it working Krane.