Torque Game Engine DocumentationVersion 1.3.x |
| 1. | I have applied the "skin" modifier to my object and I have created the "bones" that I will use to affect the object, but when I move my bones in the viewport the object does not move (deform)? |
Go into your skin modifier on the object in question. Select a bone and look at the envelope that the bone is casting. A bone will only affect vertices that its envelopes are overlapping (these vertices will be shown as red in the viewport display). Adjust the envelope by moving it to ensure that it has influence over the correct vertices in your object. You need to do this for each bone. | |
Using the skin "paint" tool, paint the influence that the bone has on the mesh. Once again any vertice that the bone has influence over what will be displayed as red in the viewport. | |
| 2. | Can I use the "Physique" modifier from Character Studio to skin my character? |
You can, but when the character exports it will export as a "morph" animation (This is a really bad idea for a wide variety of reasons). | |
| 3. | Can I use a Biped object from Character Studio on my character? |
Yes you can, but you will need to use the Skin modifier (instead of the Physique modifier) to apply it to your model. | |
| 4. | What's ComSkin and where can I find it? |
ComSkin is an updated Skin modifier for Max version 3 only that was presented at a GDC conference a few years ago. It has several advanced features that are not found in the R3 version of Skin (and are found in the R4 version). It can be downloaded for free from Discreet's website. | |
| 5. | Should I use Bones or Biped? |
It doesn't matter if it is bones or biped, all that matters is that the bone's or biped parts or whatever node is in the shape has the same NAME as the ones in the animations. | |
| 6. | My object is too big! How can I scale it down without wrecking the Biped (or Bones) object, or the skin setup that I have in place? |
(Biped) If the character already has Skin (or Physique) on it you should be able to just pick the root node of Biped and scale it. All the other bones (of the Biped) are children of the root Biped node, so they should follow along and scale appropriately. It is recommended that you turn off the Skin (or Physique) and scale the model by it's self and then reset the scale. After that is done, reset the Skin (or Physique) and turn it back on. If there are errors with how the bones move or how the Skin modifier is setup, you may need to reapply your Skin modifier. | |
(Bones) Scaling your bones and then linking them (or when they are linked) up to objects in your scene is is something that should be avoided. To change a bones length go into the bone's properties and turn off Freeze Length. Turn off the Skin modifier. Then move the child bone to change its parent's length (and/or change the size and shape of the bone in R4). After you have done your changes to the bones, select all of the bones and go back into their properties and press "reset length" and then refreeze the length of the bones. Finally turn the Skin modifier back on and test. If there are any problems with how the bones are affecting your object you may need to reapply your Skin modifier. | |
| 7. | Do my skeletons (ie. Bones or Biped) need to look like people? |
No. You can make your skeleton look and operate any way that you feel. To quote Joe Maruschak "if you can build it, it can be used". | |
| 8. | Is there any way that I can translate the information contained in the Physique modifier into to the Skin modifier so that I can use my work in Torque (without redoing things)? |
Yes you can, on the Discreet development website (Sparks site) there is a small utility that Discreet has created that will turn Physique into Skin and vice versa. The utility can be found at Discreet's Website | |
| 9. | Is there any way that I can take the pose that I have done on one side of my Biped or bones skeleton and apply it to the other side? |
Yes... Biped: In figure mode on your biped object, you can select the objects that you wish to copy, press the "copy transform" button, and then click on your destination area of the biped and press "paste opposite transform". Bones: There are numerous ways to do this with bones, the easiest though would be to go into your track view and copy the rotation track from one bone and then paste it onto another bone. Another way would be for you to copy and paste the specific rotation or position information from one bone to another via the type-in window for the Move and Rotate tools. You could also try to use one of the many maxscripts that are located on the web that can help automate this task for you, scripts such as these are located at sites like maxplugins.de. | |
| 10. | My model is too big and I need to scale it and my bones down to get it exported at the right height, but when I do this my model distorts. How do I export my player character without having it distort. |
Unfortunately there is no easy answer to this question, the problem lies in the fact that you are scaling the bones that a modifier on your mesh is referencing to perform the deformations based on the bone transforms. In order to re-adjust your scale you will need to do the following:
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| 1. | If I save my max files several times over, or as multiple files, with the dummy system set up for a model (eye/cam/detail/bounds), the exported dts always seems corrupted in some way. Usually the "cam" dummy is placed at the bounds' pivot point |
Make sure that the nodes are actually exporting. Open up your dump.dmp file and go to the bottom of the file and look at the 'Shape Hierarchy". In Subtrees, you should see those nodes in the list. If not, the exporter is removing them. You either have "collapse transforms" checked in the export control parameters or your .cfg file does not have the cam and eye nodes in the 'always export' list. If the nodes are not present, the default behavior in the game is for the eye to come in at the bounds pivot point (this is also where guns will attach) | |
| 2. | I found this maxscript/macroscript that is supposed to add all the necessary features for exporting my model, but my model doesn't export or load properly why? |
The maxscript likely isn't building the necessary structure (and linking) that is needed for a scene to successfully export to the DTS file format, do not use the maxscript. | |
| 3. | I'm having trouble adding a bounding box to my player model. I've added the box and made sure that it is larger than the model at any frame in the animation sequences, but I don't know if I'm supposed to link it to the bones or the mesh. Tried both and can't seem to get it to export. |
Make sure that your object is named "bounds" or it will not export properly. | |
| 4. | I received this error :"Skin found on unlinked node "name" -- skin must be unlinked" what does it Mean and what can I do to fix it? |
Skinned objects should not be linked as a child to any other object in your scene, they should only be linked to other objects that are necessary to make the skeletal deformation occur correctly. Unlink your skinned object from its parent. | |
| 5. | Error: "No Details to Export"! |
You do not have any objects in your scene that match the detail marker. | |
You have setup your detail markers so that they are the parent of another object. | |
| 6. | How should I setup my linking so that I get a correct export? |
There are numerous examples of correct ways to link your objects from screenshots and examples found in the DTS Exporter tutorial, sample Max files, as well as the schematic view example provided. Use one of these examples to assist you in setting up a hierarchy that you are familiar with and that will work for you. | |
| 7. | Error: "More than one bounds node found" |
Ensure that the "bounds" object is not the parent of any other objects | |
Try to ensure that your objects hierarchy in the schematic view is similar to the example found in the DTS Exporter Tutorial or with the example that was provided in the DTS Exporter tutorial, in the sample Max files, and in the image provided above. | |
Do an "unhide all" and check to ensure that you have not created duplicate bounding boxes that you hid from view. | |
| 8. | Can my IK Solvers export into the DTS file format or do I need to set them as "always ignore" in my CFG file? |
You can do either, but you don't need them to make your model work. On export, the animation is baked down into rotation values on the bones. It would be better to cull them out so you don't have a bunch of extra nodes floating around that need to be transformed in the engine. | |
| 9. | Error: "Too many subtrees: t2Autodetail only works with single subtree objects" |
You are linking objects to more than one subtree. | |
| 10. | Error: "Multiple Config Files Found in directory" |
you have two .cfg files in the same directory as the max file you are trying to export. You can only have one file with the .cfg extension, regardless of its name. | |
| 11. | Error: Sequence "name" is missing keyframes to mark start and end |
Open the "track view" window in Max. Expand "Objects" and scroll down the list until you find the sequence. Expand this track, then expand the "sequence" track below it. You will now see a track called "sequence begin/end". Add a keyframe where the sequence will begin, and then add another one where you wish to have your sequence end. | |
| 12. | 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 modifier) in your scene needs this bone to perform the deformation. Delete your mesh and then try exporting again. | |
| 13. | Assertation error on skin object! |
You likely did not set up your envelopes and bone weighting correctly. If there is even a single unassociated vertex on your mesh that has the skin modifier on it, it will cause an assertation error when you try to export. | |
Collapse your model to an Editable Mesh before applying your skin modifier. | |
| 14. | When I am exporting a mesh which uses SORT:: I receive an error "run time check failure #3 - the variable "bestcount" that seems to be caused by the DTS Exporter plugin in Max R4 or R5. |
There is a potential problem with the public Max R4 plugin was distributed by GarageGames, you should use the version from http://www.joemaruschak.com/max2dtsExporter.zip instead. | |
| 15. | I am using 3DS Max R5 to export my shapes into TGE but when I try to export with the max2dtsexporter.dle Max generates a fatal error and crashes to desktop! |
There was apparently a bit of code change with the Multires.dle plugin for Max from release 4 to release 5, this change unfortunately causes the DTS Exporter to generate a fatal error and crash the program. There is currently no updated R5 version of the exporter so you are forced to use one of the following two options: 1) Get a copy of the Multires.dle file from Max R4 and copy it into your STDPlugs directory in R5 (overwriting the current file). Take special note that anyone who tries to open a file R5 file that uses the R4 multires code (and does not have the R4 multires.dle installed) will end up with fatal errors when they try to load the scene or if they try to import your multires mesh. 2) Manually generate your detail meshes as explained in the DTS Exporter documentation. A2: Search the resources section of GarageGames for a recompiled version of the exporter for Max 5.1: Max 5.1 Exporter This exporter no longer requires you to use the R4 multires file in your Max 5.1 software to export Multires data. | |
| 16. | Can I use a "SORT::" tag on an object that has a skin modifier assigned to it? |
Adding a "SORT::" tag onto any deforming object (ie. An object with the skin modifier assigned to it) will not work correctly as the exporter cannot split the polygons up and also allow your model to still deform as you have told it to. |
There is a foolproof way to reset the transform of a mesh in 3DSMAX. Most of the built in methods for resetting the transform are not as clean doing 'The box trick". When you have moved, rotated, or scaled your model you will need to use this trick to cleanse its transform information.
This method is preferred over the reset x-form function in MAX. Reset x-form does it's work by sticking a modifier in the 3DSMAX modifier stack. This adds additional data that must be interpreted by 3DSMAX in order to output the correct data, and it is not always correct or accurate. It works, but it has proved problematic in the past on certain shapes.
Procedure 8.19. The "Box Trick"
Create a simple box shape.
Align this box with the origin of the bounding box.
Convert the box to an editable mesh.
With the box selected, go into the modifier panel and click the "attach" button. Select your character mesh to be attached to the box. The character should now be a part of Box01.
We don't want this extra box geometry hanging around, Choose "Select by Element" select the box shape and delete it.
Rename your character mesh so that it conforms to the export parameters (detail number, etc.)
Your character mesh has a brand new transform, identical to that of the box when it was attached.