Game Development Community

Unlink and cam nodes.

by Maddermadcat · in Artist Corner · 12/22/2006 (7:03 pm) · 8 replies

EDIT 2: Ok, I tried fixing everything I could, but now it tells me that there's no data to export. What's wrong now?

EDIT: I get an "assertion failed on skin object" error when I try to export... What's wrong and how can I fix it?

Hey everyone,

I'm new to torque, but experienced when it comes to modeling with 3Ds Max. After rigging my character model, I had to set up nodes for torque. So, my question is: what is the relationship between the unlink and cam nodes? Should I link the cam node to the head, and should I link the cam node to the unlink node?

Thanks in advance!

#1
12/23/2006 (1:19 am)
Hi Cat

Link "Cam" to the "Unlink" and "Unlink" to the Pelvis or wherever. The "Unlink" node tells the exporter to not link the nodes attached to it to anything. You do this for the "cam" for instance so it can freely circle around the player and is not bound to the head or anything. But since all nodes need to be linked to export, you need the "unlink" node in between. :)
#2
12/23/2006 (9:34 am)
So, I assume that it doesn't matter if the unlink node moves since it plays no part other than unlinking the cam?
#3
12/23/2006 (10:59 am)
Exactly
#4
12/25/2006 (1:13 pm)
Everything seems like it should be ready to export, but when I try it tells me that there's no data to export. Why?
#5
12/25/2006 (2:40 pm)
Likely cause: Mesh has no trailing detail number or detail node is missing.

Example: Mesh Human2 must not be linked in the hierarchy but skinned via skinmodifier to the bones and detail2 node must be linked in the hierarchy to the root node of the scene. Both end with 2 in their name.
#6
12/25/2006 (5:23 pm)
Now it says "assertion failed on skin object" again. >.<
#7
01/08/2007 (8:45 pm)
"assertion failed on skin object" means you're using editable poly on your skinned mesh. It has to be an editable mesh for the exporter to work properly.
#8
01/16/2007 (5:21 pm)
=O

Thanks! I'll try that right away...