LOD 1 not animating FPView
by Joseph Jonathan · in Artist Corner · 04/09/2008 (6:32 pm) · 20 replies
Ok, I followed this resouce: http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9846
with TGE 1.4
I created a weapon model with the tree as
Shape > Detail 32 and Detail 33
Detail 33 > mountpoint and muzzlepoint bones 3rd person (MountBones)
Detail 32 > animated first person bones (ABones)
MountBones > Third person model
ABones > First Person Model
I have the different "details" in too diffent layers.
I export and the different models show up where they are supposed to but the first person animations wont animate.
Is something I am doing wrong?
~Joseph-Jonathan Salzano
with TGE 1.4
I created a weapon model with the tree as
Shape > Detail 32 and Detail 33
Detail 33 > mountpoint and muzzlepoint bones 3rd person (MountBones)
Detail 32 > animated first person bones (ABones)
MountBones > Third person model
ABones > First Person Model
I have the different "details" in too diffent layers.
I export and the different models show up where they are supposed to but the first person animations wont animate.
Is something I am doing wrong?
~Joseph-Jonathan Salzano
#2
04/09/2008 (6:44 pm)
Torque Exporter 0.931
Using blender, version 243
Processing Scene...
Cleaning Preference Keys
Exporting...
Writing shape to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\AR151.dts'.
Processing...
Warning: Invalid skinned mesh in rigid object 'Cylinder'!
Action Fire used, dumping...
Track: RingConect (node 15)
Track: ForArm (node 6)
Track: Thumb (node 22)
Track: Pointer1 (node 10)
Track: PointerConnect (node 9)
Track: Pointer2 (node 11)
Track: Ring2 (node 17)
Track: MiddleConnect (node 12)
Track: Hand (node 7)
Track: Middle2 (node 14)
Track: Pinky1 (node 19)
Track: Pinky2 (node 20)
Track: Middle1 (node 13)
Track: Ring1 (node 16)
Track: Gun (node 3)
Track: Mag (node 4)
Track: ThumbConect (node 21)
Track: PinkyConect (node 18)
Track: Arm (node 5)
Track: FigersConect (node 8)
Frames: 5
Animates: loc rot
Loaded and dumped sequence 'Fire' to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human/Fire.dsq'.
Action Ready used, dumping...
Track: RingConect (node 15)
exc...
Frames: 1
Animates: loc rot
Loaded and dumped sequence 'Ready' to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human/Ready.dsq'.
Action Reload used, dumping...
Track: RingConect (node 15)
exc...
Frames: 21
Animates: loc rot
Loaded and dumped sequence 'Reload' to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human/Reload.dsq'.
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [muzzlePoint] (parent -1)
^^ Bone [mountPoint] (parent -1)
^^ Bone [Gun] (parent -1)
^^ Bone [Mag] (parent 3)
^^ Bone [Arm] (parent -1)
^^ Bone [ForArm] (parent 5)
^^ Bone [Hand] (parent 6)
^^ Bone [FigersConect] (parent 7)
^^ Bone [PointerConnect] (parent 8)
^^ Bone [Pointer1] (parent 9)
^^ Bone [Pointer2] (parent 10)
^^ Bone [MiddleConnect] (parent 8)
^^ Bone [Middle1] (parent 12)
^^ Bone [Middle2] (parent 13)
^^ Bone [RingConect] (parent 8)
^^ Bone [Ring1] (parent 15)
^^ Bone [Ring2] (parent 16)
^^ Bone [PinkyConect] (parent 8)
^^ Bone [Pinky1] (parent 18)
^^ Bone [Pinky2] (parent 19)
^^ Bone [ThumbConect] (parent 7)
^^ Bone [Thumb] (parent 21)
> Objects
'Cube' : Standard Null
'Cylinder' : Standard Standard
> Materials
ar-151
SkinScoutSniper.tga
> Detail Levels
Detail-1 (size : 33)
Detail-2 (size : 32)
Smallest : Detail-2 (size : 32)
> Internal Sequences
Writing out DTS...
Writing scriptc:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\AR151.cs
Writing material script c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\materials.cs
Done.
Finished.
Exporting...
Writing shape to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\AR151.dts'.
Processing...
Warning: Invalid skinned mesh in rigid object 'Cylinder'!
Action Fire used, dumping...
Track: RingConect (node 15)
Track: ForArm (node 6)
Track: Thumb (node 22)
Track: Pointer1 (node 10)
Track: PointerConnect (node 9)
Track: Pointer2 (node 11)
Track: Ring2 (node 17)
Track: MiddleConnect (node 12)
Track: Hand (node 7)
Track: Middle2 (node 14)
Track: Pinky1 (node 19)
Track: Pinky2 (node 20)
Track: Middle1 (node 13)
Track: Ring1 (node 16)
Track: Gun (node 3)
Track: Mag (node 4)
Track: ThumbConect (node 21)
Track: PinkyConect (node 18)
Track: Arm (node 5)
Track: FigersConect (node 8)
Frames: 5
Animates: loc rot
Loaded and dumped sequence 'Fire' to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human/Fire.dsq'.
Action Ready used, dumping...
Track: RingConect (node 15)
Track: ForArm (node 6)
Track: Thumb (node 22)
Track: Pointer1 (node 10)
Track: PointerConnect (node 9)
Track: Pointer2 (node 11)
Track: Ring2 (node 17)
Track: MiddleConnect (node 12)
Track: Hand (node 7)
Track: Middle2 (node 14)
Track: Pinky1 (node 19)
Track: Pinky2 (node 20)
Track: Middle1 (node 13)
Track: Ring1 (node 16)
Track: Gun (node 3)
Track: Mag (node 4)
Track: ThumbConect (node 21)
Track: PinkyConect (node 18)
Track: Arm (node 5)
Track: FigersConect (node 8)
Frames: 1
Animates: loc rot
Loaded and dumped sequence 'Ready' to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human/Ready.dsq'.
Action Reload used, dumping...
Track: RingConect (node 15)
Track: ForArm (node 6)
Track: Thumb (node 22)
Track: Pointer1 (node 10)
Track: PointerConnect (node 9)
Track: Pointer2 (node 11)
Track: Ring2 (node 17)
Track: MiddleConnect (node 12)
Track: Hand (node 7)
Track: Middle2 (node 14)
Track: Pinky1 (node 19)
Track: Pinky2 (node 20)
Track: Middle1 (node 13)
Track: Ring1 (node 16)
Track: Gun (node 3)
Track: Mag (node 4)
Track: ThumbConect (node 21)
Track: PinkyConect (node 18)
Track: Arm (node 5)
Track: FigersConect (node 8)
Frames: 21
Animates: loc rot
Loaded and dumped sequence 'Reload' to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human/Reload.dsq'.
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [muzzlePoint] (parent -1)
^^ Bone [mountPoint] (parent -1)
^^ Bone [Gun] (parent -1)
^^ Bone [Mag] (parent 3)
^^ Bone [Arm] (parent -1)
^^ Bone [ForArm] (parent 5)
^^ Bone [Hand] (parent 6)
^^ Bone [FigersConect] (parent 7)
^^ Bone [PointerConnect] (parent 8)
^^ Bone [Pointer1] (parent 9)
^^ Bone [Pointer2] (parent 10)
^^ Bone [MiddleConnect] (parent 8)
^^ Bone [Middle1] (parent 12)
^^ Bone [Middle2] (parent 13)
^^ Bone [RingConect] (parent 8)
^^ Bone [Ring1] (parent 15)
^^ Bone [Ring2] (parent 16)
^^ Bone [PinkyConect] (parent 8)
^^ Bone [Pinky1] (parent 18)
^^ Bone [Pinky2] (parent 19)
^^ Bone [ThumbConect] (parent 7)
^^ Bone [Thumb] (parent 21)
> Objects
'Cube' : Standard Null
'Cylinder' : Standard Standard
> Materials
ar-151
SkinScoutSniper.tga
> Detail Levels
Detail-1 (size : 33)
Detail-2 (size : 32)
Smallest : Detail-2 (size : 32)
> Internal Sequences
Writing out DTS...
Writing scriptc:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\AR151.cs
Writing material script c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\materials.cs
Done.
Finished.
#3
04/09/2008 (7:15 pm)
...
#4
Will the new exporter, 0.96, work in TGE 1.4? Thats the milestone I own.
04/09/2008 (7:15 pm)
Ill try it.Will the new exporter, 0.96, work in TGE 1.4? Thats the milestone I own.
#5
04/09/2008 (7:34 pm)
...
#6
04/09/2008 (7:37 pm)
...
#7
Not attach my Gun Mesh to the animating bones?
04/09/2008 (7:40 pm)
How do I fix that error then?Not attach my Gun Mesh to the animating bones?
#8
04/09/2008 (7:42 pm)
...
#9
I got animations now working but the ones I need for the gun still don't work. I at least now get a "adding sequences" kind of message in the top bar when exporting.
04/10/2008 (4:15 am)
No I use Name Groups and add the whole mesh as a child to the Whole animating armature.I got animations now working but the ones I need for the gun still don't work. I at least now get a "adding sequences" kind of message in the top bar when exporting.
#10
When I set the Detail to 1 I can see that the bones animate but the mesh does not.
04/10/2008 (4:37 am)
OK, I uploaded it into ShowTool Pro. (Still have 3 days of trial left)When I set the Detail to 1 I can see that the bones animate but the mesh does not.
#11
04/10/2008 (5:06 am)
...
#12
When I have both in the line down from shape. When I delite my third person mesh It exports alright just without the third person mesh.
Thanks for all your help.
04/10/2008 (5:31 am)
Ok now I get this errorTorque Exporter 0.96
Using blender, version 244
Processing Scene...
Cleaning Preference Keys
Exporting...
Processing Scene...
Cleaning Preference Keys
Writing shape to 'c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\AR151.dts'.
Processing...
Warning: No object found, make sure an object with prefix 'FirstPerson' exists in the base detail.
Action Fire used, dumping...
Track: RingConect (node 33)
Track: ForArm (node 24)
Track: Thumb (node 40)
Track: Pointer1 (node 28)
Track: PointerConnect (node 27)
Track: Pointer2 (node 29)
Track: Ring2 (node 35)
Track: MiddleConnect (node 30)
Track: Hand (node 25)
Track: Middle2 (node 32)
Track: Pinky1 (node 37)
Track: Pinky2 (node 38)
Track: Middle1 (node 31)
Track: Ring1 (node 34)
Track: Gun (node 21)
Track: Mag (node 22)
Track: ThumbConect (node 39)
Track: PinkyConect (node 36)
Track: Arm (node 23)
Track: FigersConect (node 26)
Frames: 5
Animates: loc rot
Loaded sequence 'Fire'.
Action Ready used, dumping...
Track: RingConect (node 33)
Track: ForArm (node 24)
Track: Thumb (node 40)
Track: Pointer1 (node 28)
Track: PointerConnect (node 27)
Track: Pointer2 (node 29)
Track: Ring2 (node 35)
Track: MiddleConnect (node 30)
Track: Hand (node 25)
Track: Middle2 (node 32)
Track: Pinky1 (node 37)
Track: Pinky2 (node 38)
Track: Middle1 (node 31)
Track: Ring1 (node 34)
Track: Gun (node 21)
Track: Mag (node 22)
Track: ThumbConect (node 39)
Track: PinkyConect (node 36)
Track: Arm (node 23)
Track: FigersConect (node 26)
Frames: 1
Animates: loc rot
Loaded sequence 'Ready'.
Action Reload used, dumping...
Track: RingConect (node 33)
Track: ForArm (node 24)
Track: Thumb (node 40)
Track: Pointer1 (node 28)
Track: PointerConnect (node 27)
Track: Pointer2 (node 29)
Track: Ring2 (node 35)
Track: MiddleConnect (node 30)
Track: Hand (node 25)
Track: Middle2 (node 32)
Track: Pinky1 (node 37)
Track: Pinky2 (node 38)
Track: Middle1 (node 31)
Track: Ring1 (node 34)
Track: Gun (node 21)
Track: Mag (node 22)
Track: ThumbConect (node 39)
Track: PinkyConect (node 36)
Track: Arm (node 23)
Track: FigersConect (node 26)
Frames: 101
Animates: loc rot
Loaded sequence 'Reload'.
> Shape Details
> Nodes
^^ Bone [Exp-Catch-Root] (parent -1)
^^ Bone [muzzlePoint] (parent -1)
^^ Bone [mountPoint] (parent -1)
^^ Bone [Arm.001] (parent -1)
^^ Bone [ForArm.001] (parent 3)
^^ Bone [Hand.001] (parent 4)
^^ Bone [FigersConect.001] (parent 5)
^^ Bone [PointerConnect.001] (parent 6)
^^ Bone [Pointer1.001] (parent 7)
^^ Bone [Pointer2.001] (parent 8)
^^ Bone [MiddleConnect.001] (parent 6)
^^ Bone [Middle1.001] (parent 10)
^^ Bone [Middle2.001] (parent 11)
^^ Bone [RingConect.001] (parent 6)
^^ Bone [Ring1.001] (parent 13)
^^ Bone [Ring2.001] (parent 14)
^^ Bone [PinkyConect.001] (parent 6)
^^ Bone [Pinky1.001] (parent 16)
^^ Bone [Pinky2.001] (parent 17)
^^ Bone [ThumbConect.001] (parent 5)
^^ Bone [Thumb.001] (parent 19)
^^ Bone [Gun] (parent -1)
^^ Bone [Mag] (parent 21)
^^ Bone [Arm] (parent -1)
^^ Bone [ForArm] (parent 23)
^^ Bone [Hand] (parent 24)
^^ Bone [FigersConect] (parent 25)
^^ Bone [PointerConnect] (parent 26)
^^ Bone [Pointer1] (parent 27)
^^ Bone [Pointer2] (parent 28)
^^ Bone [MiddleConnect] (parent 26)
^^ Bone [Middle1] (parent 30)
^^ Bone [Middle2] (parent 31)
^^ Bone [RingConect] (parent 26)
^^ Bone [Ring1] (parent 33)
^^ Bone [Ring2] (parent 34)
^^ Bone [PinkyConect] (parent 26)
^^ Bone [Pinky1] (parent 36)
^^ Bone [Pinky2] (parent 37)
^^ Bone [ThumbConect] (parent 25)
^^ Bone [Thumb] (parent 39)
> Objects
'GunModel' : Standard Null
> Materials
ar-151
AR-151
> Detail Levels
Detail-1 (size : 33)
Detail-2 (size : 32)
Smallest : Detail-2 (size : 32)
> Internal Sequences
- Fire
Animates: loc rot
Frames: 5
Ground Frames: 0
Triggers: 0
- Ready
Animates: loc rot
Frames: 1
Ground Frames: 0
Triggers: 0
- Reload
Animates: loc rot
Frames: 101
Ground Frames: 0
Triggers: 0
Writing out DTS...
Writing scriptc:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\AR151.cs
Writing material script c:\Torque\CSC\example\starter.fps\data\shapes\weapons\Human\materials.cs
Done.
Finished.When I have both in the line down from shape. When I delite my third person mesh It exports alright just without the third person mesh.
Thanks for all your help.
#13
04/10/2008 (5:46 am)
...
#14
Now I get this error again: Warning: Invalid skinned mesh in rigid object 'GunModel'!
Here is a screen shot of my blender outline (Note that I have changed the names)
04/10/2008 (6:07 am)
Ok I made my first Person model be GunModel.FP and my third person model GunModel.TPNow I get this error again: Warning: Invalid skinned mesh in rigid object 'GunModel'!
Here is a screen shot of my blender outline (Note that I have changed the names)
#15
04/10/2008 (6:17 am)
...
#16
04/10/2008 (6:19 am)
I sent it to your gmail account
#17
04/10/2008 (6:20 am)
...
#19
04/11/2008 (7:31 am)
Thank you so much for your help
#20
04/11/2008 (7:35 am)
...
Torque Owner Redacted