Sequence nodes on 3dsmax
by H.W. Kim · in Torque Game Engine · 01/21/2008 (9:51 pm) · 3 replies
As the doc saying, sequence nodes does not need to be under any other node such as 'base01' or whatever but just being a single node will be ok.
But after exporting several animations such as root, run, back, side and so on for a player then I run the game, it failes to load the animations in the following code:
in PlayerData::preload() function the 'player.cpp' file,
So I changed the sequence node's hierarch as the following:

Then findSequence() returns valid value.
Is that a right way to export animations from 3dsmax?
Also there is other problem to play exported animations.
The only root animation is played in the game. All other animations such as run, back, side are not played.
Yes, I checked the sequence node's names in 3dsmax are equal to animation names defined in the 'player.cs'.
Any ideas?
Also it would be really appreciate if anyone let me know about any easy way to export sequence animations from 3dsmax. So hard with doc and FAQ on this site. :/
But after exporting several animations such as root, run, back, side and so on for a player then I run the game, it failes to load the animations in the following code:
in PlayerData::preload() function the 'player.cpp' file,
ActionAnimation *dp = &actionList[0];
for (int i = 0; i < NumTableActionAnims; i++,dp++)
{
ActionAnimationDef *sp = &ActionAnimationList[i];
dp->name = sp->name;
dp->dir.set(sp->dir.x,sp->dir.y,sp->dir.z);
[b]//HERE: the findSequence() function always return -1[/b]
dp->sequence = shape->findSequence(sp->name);
dp->velocityScale = true;
dp->death = false;
if (dp->sequence != -1)
getGroundInfo(si,thread,dp);
AssertWarn(dp->sequence != -1, avar("PlayerData::preload - Unable to find named animation sequence '%s'!", sp->name));
}So I changed the sequence node's hierarch as the following:

Then findSequence() returns valid value.
Is that a right way to export animations from 3dsmax?
Also there is other problem to play exported animations.
The only root animation is played in the game. All other animations such as run, back, side are not played.
Yes, I checked the sequence node's names in 3dsmax are equal to animation names defined in the 'player.cs'.
Any ideas?
Also it would be really appreciate if anyone let me know about any easy way to export sequence animations from 3dsmax. So hard with doc and FAQ on this site. :/
#2
Also the node name in 3dsmax and in .cs also equal except 'sequence_' prefix. But the an animation name in ProExporter's sequence manager is same to what of player.cs. Only node name in the schemetic view shown on the above image has 'sequence_' prefix.
The 'sequence_' prefix are made by ProExpoters tool. It was not intended by me. But I will try without it.
I'll try it again along with your advice.
Thank you for the reply.
01/23/2008 (3:00 am)
Yes, I know player.cs which contains dts and its dsq info and surely configured. Also the node name in 3dsmax and in .cs also equal except 'sequence_' prefix. But the an animation name in ProExporter's sequence manager is same to what of player.cs. Only node name in the schemetic view shown on the above image has 'sequence_' prefix.
The 'sequence_' prefix are made by ProExpoters tool. It was not intended by me. But I will try without it.
I'll try it again along with your advice.
Thank you for the reply.
#3
Not creating squence node by using ProExporter but with default way to create sequence node in the Helper creation tab, it works fine. And no need hierarchy and 'sequence_' prefix too.
But the exported animations are not work correctly in the starter.fps demo when I replaced orc's dts and dsqs.
I'll post sample file via the email.
01/27/2008 (9:14 pm)
@AdamNot creating squence node by using ProExporter but with default way to create sequence node in the Helper creation tab, it works fine. And no need hierarchy and 'sequence_' prefix too.
But the exported animations are not work correctly in the starter.fps demo when I replaced orc's dts and dsqs.
I'll post sample file via the email.
Torque 3D Owner Adam deGrandis
Adam deGrandis
I dont know if they NEED to be outside of the shape hierarchy, but mine always are outside of it and export fine. have you set up a shape constructor for your player, that is, a cs file in the dts's directory that has all of the animations listed out? Look at the orcs directory for an example. Also, I've never added "sequence_" to the beginning of my sequence helper names. Again, may not be important, but try taking it off, so they're named "root", "run", etc.
if those things aren't good for a quick fix, then feel free to send me your file. email addy in my profile.