Exporting problems !
by Billy L · in Artist Corner · 08/20/2002 (9:13 am) · 9 replies
Hi all !
I have problems with export my player model !
I can export a simple model thats no problem !
Questions
On the Dts exporter should i do like i export a simple model with register details,embed shape and renumber selection ?
or is it only to press the whole shape button ?
I use 3dsmax3.1 ,the model is single mesh and i use biped.
I have looked at all tuts and i think i tried all
i can export my model and put it in the game but only as a shape
So give me a hint !!!!!!!
Greetings Billy
I have problems with export my player model !
I can export a simple model thats no problem !
Questions
On the Dts exporter should i do like i export a simple model with register details,embed shape and renumber selection ?
or is it only to press the whole shape button ?
I use 3dsmax3.1 ,the model is single mesh and i use biped.
I have looked at all tuts and i think i tried all
i can export my model and put it in the game but only as a shape
So give me a hint !!!!!!!
Greetings Billy
#2
Ok i know all about the dummy stuff and the bindings
Thats realy no problem !
Questions:
about the multires snapshot , should it be
a copy,ref,inst, or mesh ?
I made the box multimesh example and it worked out fine.
but when i make my single mesh its not working so
my question is does my single mech need a parent ?
like the ones in a multimesh ?
exportshape question
Should i choose every item and register details
and embed shape because if i dont do that ,i got an
error ( no details to export ) !!?
Billy
08/20/2002 (12:53 pm)
Thx logan your reply was a nice one !Ok i know all about the dummy stuff and the bindings
Thats realy no problem !
Questions:
about the multires snapshot , should it be
a copy,ref,inst, or mesh ?
I made the box multimesh example and it worked out fine.
but when i make my single mesh its not working so
my question is does my single mech need a parent ?
like the ones in a multimesh ?
exportshape question
Should i choose every item and register details
and embed shape because if i dont do that ,i got an
error ( no details to export ) !!?
Billy
#3
and it worked fine so there is something about the
when i have it as a single mesh im doing wrong !??
Please help !
I can make it a multi mesh but want to know this part !
Billy
08/20/2002 (2:37 pm)
I cut my single mesh in pieces and gave them parentsand it worked fine so there is something about the
when i have it as a single mesh im doing wrong !??
Please help !
I can make it a multi mesh but want to know this part !
Billy
#4
any specific reason why the finger and toe links arent being used? I have a model that uses these nodes, and when I go to export the DTS, it errors out and says that it cant collapse the node beacuse it is a bone.
Thanks,
~myk
08/20/2002 (2:45 pm)
Logan:Quote:(note: most of us are not using the finger and toe shapes in the skin modifier)
any specific reason why the finger and toe links arent being used? I have a model that uses these nodes, and when I go to export the DTS, it errors out and says that it cant collapse the node beacuse it is a bone.
Thanks,
~myk
#5
08/20/2002 (4:27 pm)
didnt read all the responses, didnt know if this was suggested yet, but if you can drop your player in as a static object, and get errors when you try nad use it as a player, then you probably overlooked putting an animation sequence in the shape..... I had the same problem, for nearly a week it drove me F'ing insane untill Joe Maruschak finally cleared things up for me
#6
A mesh.
If it is using the skin modifier, it should have no parent. It needs to float in the scene unlinked.
If making a single skinned mesh, do not use the embed shape or register details buttons. They won't work. Set up the detail makerers by hand.
go the exporter docs
www.garagegames.com/docs/torque/tools/max2dts/index.html and read through section II.
08/20/2002 (5:49 pm)
Quote:about the multires snapshot , should it be
a copy,ref,inst, or mesh ?
A mesh.
Quote:I made the box multimesh example and it worked out fine.
but when i make my single mesh its not working so
my question is does my single mech need a parent ?
like the ones in a multimesh ?
If it is using the skin modifier, it should have no parent. It needs to float in the scene unlinked.
Quote:exportshape question
Should i choose every item and register details
and embed shape because if i dont do that ,i got an
error ( no details to export ) !!?
If making a single skinned mesh, do not use the embed shape or register details buttons. They won't work. Set up the detail makerers by hand.
go the exporter docs
www.garagegames.com/docs/torque/tools/max2dts/index.html and read through section II.
#7
The default .cfg file has the toes and fingers listed int he never export list. In order to get rid of the error, remove these from the never export list of the .cfg file.
No special reason why the finger and toe links are not being used. With the polycounts we are talking about, it really does not adda whole bunch to the look of the character (but it makes them a pain in the butt to set up).
08/20/2002 (5:54 pm)
Quote:any specific reason why the finger and toe links arent being used? I have a model that uses these nodes, and when I go to export the DTS, it errors out and says that it cant collapse the node beacuse it is a bone.
The default .cfg file has the toes and fingers listed int he never export list. In order to get rid of the error, remove these from the never export list of the .cfg file.
No special reason why the finger and toe links are not being used. With the polycounts we are talking about, it really does not adda whole bunch to the look of the character (but it makes them a pain in the butt to set up).
#8
Have you linked your MultiRes object to your original shape? Are your detail markers linked to your Bip01 node?
When creating character models you don't use the register details and embed shape options at all. They are simple scripts to create dummy objects and link them to the selected object and link that object to a root node (sounds confusing). You don't want this for a character. You have to manually make dummy objects for characters, rename them to Detail# then link those dummy objects to the Bip01 node. Your MultiRes object will reference those detail markers so in order to register the details you need them.
All of this stuff is in Logan's post though so I'm probably just repeating for nothing but just in case ;).
@Myk: For the most part finger and toe nodes aren't used because in games they are usually parts of the body that don't move a great deal and/or are mostly covered up by weapon's. There also usually isn't enough mesh in those areas to deform properly. It comes down to the fact that the more nodes you have the more information that needs to be processed everytime the character moves. It's probably pretty irrelavent with the systems that are standard now. Some games even have a limitation to the number of nodes that can be exported so those are some of the first to go. As processors get faster though including these nodes will probably become standard along with having articulating hands.
About the error; C&P from Logan's FAQ:
edit: Wow...wrote that post just as Joe was writing his.
Alc
08/20/2002 (6:01 pm)
@Billy: a mesh works (I'm pretty sure that if you object is an editable mesh when you take the snapshot that the copy function would work too). Have you linked your MultiRes object to your original shape? Are your detail markers linked to your Bip01 node?
When creating character models you don't use the register details and embed shape options at all. They are simple scripts to create dummy objects and link them to the selected object and link that object to a root node (sounds confusing). You don't want this for a character. You have to manually make dummy objects for characters, rename them to Detail# then link those dummy objects to the Bip01 node. Your MultiRes object will reference those detail markers so in order to register the details you need them.
All of this stuff is in Logan's post though so I'm probably just repeating for nothing but just in case ;).
@Myk: For the most part finger and toe nodes aren't used because in games they are usually parts of the body that don't move a great deal and/or are mostly covered up by weapon's. There also usually isn't enough mesh in those areas to deform properly. It comes down to the fact that the more nodes you have the more information that needs to be processed everytime the character moves. It's probably pretty irrelavent with the systems that are standard now. Some games even have a limitation to the number of nodes that can be exported so those are some of the first to go. As processors get faster though including these nodes will probably become standard along with having articulating hands.
About the error; C&P from Logan's FAQ:
Quote:Error: Cannot collapse node "name" because it is a bone!
You are likely using your CFG file to "never export" a bone that is currently in your scene, this can cause an error because the exporter thinks that the mesh (with Skin modifer) in your scene needs this bone to perform the deformation. Delete your mesh and then try exporting again.
edit: Wow...wrote that post just as Joe was writing his.
Alc
#9
I works now and it works fine so im realy greatful
saved me much time !!
Its not funny when your are stuck !!
So thx all
Billy
08/21/2002 (5:16 am)
Thx all for realy good reply's !!!!!!!!!I works now and it works fine so im realy greatful
saved me much time !!
Its not funny when your are stuck !!
So thx all
Billy
Associate Logan Foster
perPixel Studios
First lets talk about scene setup...
Details markers: These are dummy helper objects that are specificly named "Details#", because you are exporting a character you should have multiple Details nodes. Details markers are linked to the "Bip01" node in your scene.
Mount Nodes: These are also dummy helper objects, named "Mount#" and are linked to your bipend hand shapes.
Eye: This is another dummy helper (called "Eye") and it is linked to your biped's head shape
Cam: This is a dummy help object and is called "Cam", it is linked to another dummy helper called "unlinked" (which is linked to the Bip01 node).
Your model: Your model should not be linked to anything in your scene, it should be in the root of the scene (this is very important). Your model should use the Skin modifier so that it can be deformed by the position of your Biped shape (note: most of us are not using the finger and toe shapes in the skin modifier). All verticies on your character model should be weighed (if they are not this will cause an error upon export). Your model should also have a texture.
Multires: Most of us are using the Multires modifier to do our Level of Details information. To use multires on your character mesh you must take a snapshot of your model posed (ie. out of figure mode) at frame 0. You will then rename this snapshoted object as "MultiRes::YourModelsName". You then apply the MulitRes modifier to this object and generate the information. Finally there is a small scrip that will allow you to register your Details onto to Multires object (this is the SetLODs macroscript and is found with the DTS Exporter Documentation). If you cannot find this script you will have to type in the information by hand as outlined in the Exporter Documentation. Finally you must link "MultiRes::YourModelsName" to "YourModelsName", if you fail to do this your model will not export correctly to the DTS file (because the DTS exporter has no information on LOD data to write). Do not move the "MultiRes::YourModelsName" from its snapshot location or else you will cause an error on export.
No Multires?: I haven't ever done a character like this, but you should just be able to make snapshots of your model and then add the trailing number to each of your models. Note that this trailing number must a number used on a "Details" marker, you should not repeat details numbers, and you will need to do this to all the instances (including the original) of your character model. Next you will need to manually reduce the polygon count on your model and then link your snapshots to the original copy (the original copy should remain as a root node though, unlinked to anything)
Exporting...
After you have setup your scene correctly it is time to export. Go to the DTS Exporter utility and click on the button that says "Whole Shape" (under the export options). Your model will then begin to be exported to the DTS format. The resulting file size varies but generally if your DTS file is not about 30k in size (for a character) something probably went wrong.
If something did go wrong check your scene setup again. You might have something linked or setup incorrectly. Also check the CFG file that you are using, if you are not using when then try to use one.
If you exported with the MultiRes modifier you will need to use the unmessdts program (from a Command Prompt) to fix the LOD information in the file (if you do not do this, the model will not display correctly in Torque).
After you have your model exported, give it a whirl in the Showtool to make sure everything looks ok. If it does then try it out in your TGE application.
Future Models:
What most of us have been doing after we get a model exported that we like is that we end up stripping out the models and keep the rest of the scene as a template that we can apply to other character models. This works out quite well and is highly recommended if you want to save time.
I hope this helps, I know that I might have glanced over or missed a step or two along the way, but what do you expect for a quick general run-through of the exporting process :)
Logan