Game Development Community

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

#1
04/09/2008 (6:38 pm)
...
#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
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
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
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
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
04/10/2008 (5:31 am)
Ok now I get this error

Torque 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)
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#14
04/10/2008 (6:07 am)
Ok I made my first Person model be GunModel.FP and my third person model GunModel.TP

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)

img181.imageshack.us/img181/7829/blendererrorgp8.png
#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)
...
#18
04/10/2008 (8:53 am)
I fixed it up as far as I could tell.


I sent it back to you.
#19
04/11/2008 (7:31 am)
Thank you so much for your help
#20
04/11/2008 (7:35 am)
...