To .DSQ or not to .DSQ
by Jerane Alleyne · in Torque Game Engine · 12/22/2001 (4:51 pm) · 7 replies
While reading through the docs and tutorials on creating animation sequences, and finally working with the animations and exporting them, I'm curious as to what the relevance of creating separate .DSQ file are.
In working with creating animations and following the export process, you need to create all the sequences you use for a model in the .DTS file. I tried making animations in just the .dsq format (same model, heirarchy, created an appropriate .cs file, etc), and my models would not show the sequences in the model viewer's thread sequences, even when loaded. However, making these sequences in just the .DTS file seems to be the most prodent way to go.
Now, the .DSQ file is just the sequence data, right? Does this mean that its just a kind of reference? I'm just curious why there is the need for a .dsq file when you have to do everything in the .dts file. Is it necessary to have for sharing animations between other models? And if so, why make separate .dsq files as opposed to a single one? It just seems like more work :)
Hope I made sense. Don't think I'm missing any facts.
Thanks!
In working with creating animations and following the export process, you need to create all the sequences you use for a model in the .DTS file. I tried making animations in just the .dsq format (same model, heirarchy, created an appropriate .cs file, etc), and my models would not show the sequences in the model viewer's thread sequences, even when loaded. However, making these sequences in just the .DTS file seems to be the most prodent way to go.
Now, the .DSQ file is just the sequence data, right? Does this mean that its just a kind of reference? I'm just curious why there is the need for a .dsq file when you have to do everything in the .dts file. Is it necessary to have for sharing animations between other models? And if so, why make separate .dsq files as opposed to a single one? It just seems like more work :)
Hope I made sense. Don't think I'm missing any facts.
Thanks!
#2
You can make separate DSQ files if everything matches, and it will load the sequence into the DTS. It works. You may have a mismatched node or a difference in the name, it won't load. The DTS file needs to have all the nodes that exist in the DSQ or it will not load.
------
The decision to go with the DSQ file format was done for a few reasons.
It allows for the sharing of animation files between models. Your posts seesm to suggest that it is not working for you, but it does indeed work.
The other is that it allows for greater control over what nodes are contained in each .DSQ file. This gives you the ability to export certain types of animation (lower body only) with only the leg bones by using your .CFG file to deteremine what is and what is not getting exported in the .DSQ. If two animations try to control the same node, there will be conflicts, and it is easy to deal with and correct if the animations reside in one file.
Last but not least, if you are creating character models, it allows for one person to work on the model and others to work on the animations. The mesh itself resides in the DTS file, so others can animate while the model is changed and refined by the modeler, without the animator needing the finished DTS model.
For Small models with one or two animations, just export the sequences in the DTS. For character models, especially if you are working with a team, then DSQ files are the way to go.
12/22/2001 (6:46 pm)
I don't quite understand. You do not have to actually create the sequence files in the DTS file. You post seems to suggest that this is the case, but it is not.You can make separate DSQ files if everything matches, and it will load the sequence into the DTS. It works. You may have a mismatched node or a difference in the name, it won't load. The DTS file needs to have all the nodes that exist in the DSQ or it will not load.
------
The decision to go with the DSQ file format was done for a few reasons.
It allows for the sharing of animation files between models. Your posts seesm to suggest that it is not working for you, but it does indeed work.
The other is that it allows for greater control over what nodes are contained in each .DSQ file. This gives you the ability to export certain types of animation (lower body only) with only the leg bones by using your .CFG file to deteremine what is and what is not getting exported in the .DSQ. If two animations try to control the same node, there will be conflicts, and it is easy to deal with and correct if the animations reside in one file.
Last but not least, if you are creating character models, it allows for one person to work on the model and others to work on the animations. The mesh itself resides in the DTS file, so others can animate while the model is changed and refined by the modeler, without the animator needing the finished DTS model.
For Small models with one or two animations, just export the sequences in the DTS. For character models, especially if you are working with a team, then DSQ files are the way to go.
#3
Thanks for the info about the .DSQ format. That does make more sense, especially when I have quite a few animations to do and prefer to share them. It'd probably help to have an example of the .max file(s) that made up the .DSQs, just to see what I'm forgetting. The DSQ sequences show up in the Model viewer when you load them, right?
Thanks again!
12/22/2001 (7:25 pm)
Nah, the files I use are exactly the same, saved off from one primary file that's used as a final version, so when I tried using a .DSQ file for the animation, everytying matched. The only thing I can think of was something I didn't put in the .CFG file. I'll try again ;)Thanks for the info about the .DSQ format. That does make more sense, especially when I have quite a few animations to do and prefer to share them. It'd probably help to have an example of the .max file(s) that made up the .DSQs, just to see what I'm forgetting. The DSQ sequences show up in the Model viewer when you load them, right?
Thanks again!
#4
If you don't explicitly export the needed nodes, then they may be getting callapsed out of the DTS. In the DTS, they may not be animated now have a mesh attached to them. If you have 'collapse transforms' on when exporting the DTS, the DSQ probably has nodes the DTS does not. Make sure that either this is unchecked or that you force the nodes to export using the CFG.
If they are aniamted, the exported willnot collapse the nodes out, so even if the files are the same, the animated ones end up with nodes that the DTS does not have.
In the viewer, if the DTS has all the nodes that the DSQ does, it will load, if the DSQ has nodes the DTS does not have in it, it will not load.
12/22/2001 (7:48 pm)
If the files are the same, then the problem may be in your .CFG files.If you don't explicitly export the needed nodes, then they may be getting callapsed out of the DTS. In the DTS, they may not be animated now have a mesh attached to them. If you have 'collapse transforms' on when exporting the DTS, the DSQ probably has nodes the DTS does not. Make sure that either this is unchecked or that you force the nodes to export using the CFG.
If they are aniamted, the exported willnot collapse the nodes out, so even if the files are the same, the animated ones end up with nodes that the DTS does not have.
In the viewer, if the DTS has all the nodes that the DSQ does, it will load, if the DSQ has nodes the DTS does not have in it, it will not load.
#5
I found out why the .DSQ files wouldn't load. It was the .CS file
....I forgot to add semicolons...
I've been racking my brain for 3 days becasue I forgot semicolons...
OK, taking deep breaths...calming down...
I'm going to play Serious Sam fo rabout 3 hours, then go to bed. I think I've embarrassed myself enough for one day...I should make room for the rest of the week.
Thanks again for everything.
12/22/2001 (10:08 pm)
You know, on occassion, I think back as to why I stopped learning to code...and now I have just been reminded.I found out why the .DSQ files wouldn't load. It was the .CS file
....I forgot to add semicolons...
I've been racking my brain for 3 days becasue I forgot semicolons...
OK, taking deep breaths...calming down...
I'm going to play Serious Sam fo rabout 3 hours, then go to bed. I think I've embarrassed myself enough for one day...I should make room for the rest of the week.
Thanks again for everything.
#6
What doesn't kill you makes you stronger. =)
Let me know if you are still having problems after you fix your .cs file.
12/22/2001 (10:28 pm)
This reminds me of the time when I was learning MAXScript and was totally baffeled why my scripts were not working until I changed my "&&" and "||" operators to "and" and "or".What doesn't kill you makes you stronger. =)
Let me know if you are still having problems after you fix your .cs file.
#7
I think I've overcome most of the obstacles I've come across so far. Looks like it all coming together.
I do wanna try to solve other issues I may encounter myself. With any luck I can make a real contribution.
Thanks again for everything!
12/23/2001 (4:14 pm)
Thanks ;)I think I've overcome most of the obstacles I've come across so far. Looks like it all coming together.
I do wanna try to solve other issues I may encounter myself. With any luck I can make a real contribution.
Thanks again for everything!
Torque Owner AIDan
I don't know why they exported everyy single animation in a seperated file.
greetings
Daniel