Game Development Community

Exporting Problem - Drops Keyframes

by Telos Productions Inc · in Torque Game Engine · 10/05/2007 (10:39 am) · 2 replies

Hi all,

I created a character in max 9, collapsed to an edit mesh, rigged with biped and skinned with skin.

I exported the DTS using this for my config file:

==================================================
AlwaysExport:
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Head
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Forearm
Bip01 L Hand
Bip01 L Finger0
Bip01 L Finger01
Bip01 L Finger1
Bip01 L Finger11
Bip01 L Finger2
Bip01 L Finger21
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Forearm
Bip01 R Hand
Bip01 R Finger0
Bip01 R Finger01
Bip01 R Finger1
Bip01 R Finger11
Bip01 R Finger2
Bip01 R Finger21
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
mount*
ski*
bounds
detail*
escondar*

NeverExport:
Bip01
Bip01 Neck
Bip01 HeadNub
Bip01 L Finger0Nub
Bip01 L Finger1Nub
Bip01 L Finger2Nub
Bip01 R Finger0Nub
Bip01 R Finger1Nub
Bip01 R Finger2Nub
Bip01 L Toe*
Bip01 R Toe*

NeverAnimate:
==================================================

In a new file, I animated the character and exported as a DSQ using the same CFG file but named to match the new max file. I've checked the dump files and the CFG files are being loaded correctly.

When I load the DSQ into the DTS using ShowTool, I lose all of my keyframes from the elbow up on both arms.

Also I don't believe my bounds are exporting correctly, In ShowTool when I select the "Bounding Boxes" view option it does not match the bounds object I created.

Here is an image of my schematic view from max:

http://www.dwaneseward.com/images/temp/escondar_schematicView.gif

Please let me know anything and everything that is wrong with the hierarchy as well.

Thank you.

#1
10/16/2007 (11:54 am)
I had this problem last quarter for my final project getting my spider to export correctly

there was one point where my teacher (Member:Kevin McMurphy) helped me along

I beleive though with your problem is you have Numbers on the ends of the bones, and the DTS Exporter is trying to link those to the detail node, witch it doesn't like

try renaming all the bones with numbers on the ends to something whithout numbers and try it again

i'm not 100% sure if the "Bip 01 name here" is contemporary you might need to change them all entirely to something like
Bip_L_Fingera
Bip_L_Fingerb
Bip_L_Fingerc
Bip_L_Fingerd

To my popular beleif, anything you try to export if it has a number on the end (minus mount points and such) it tries to associate that item with the detail

hope this helps, try just renaming the ends first then if that doesn't work take a shot at the example i provided up above

Also i see in yoru schematicview your only detail is a detail32 i'm not sure if this is correct or not i've personally always gone with detail2 and then done lod's down, but then again i'm not an expert on detail levels and haven't played with them as much as i could have. don't know if this is a practical practice is all i'm saying.

one other thing i'm noticing about it is you don't have a Start01, you could be trying to substitute it with Bip01 i'm not sure(hence i'm a studnet) the lack of unlink linked to eye and cam also. but then again i don't know your situation and what role it is if it's a npc or player character.

just for the shoutout and possible publicity here is a link to my animation (my FRAPS i posted up on youtube)
http://www.youtube.com/watch?v=c5iDIU21vgI

Here is a schematic view of my successful character (although it's an arachnid)
http://img80.imageshack.us/img80/4606/forumpostthreadej6.jpg
#2
10/16/2007 (1:41 pm)
Ok, The thing I noticed first was that you've named the end dummies on the limbs 'Bip L Finger0Nub'
While this will work, it's easier to name them 'dummy*' with * being a number, and then in the cfg file just putting "dummy*" without quotes in the never export and it'll handle all those for you.

Secondly, Your rig naming convention is correct in this case. While Brent is right that it's generally a good practice to avoid numbers at the end of anything you dont want exported as a mesh, you're using the 3ds max's biped rig, which makes that not a real problem so long as it's configured right.

Now, the problem is, my guess, that you're not expressly animating down from the elbows.
Lets say that your animation has the guy wave his arm. You animate the shoulder and the like, and just leave therest of the arm alone since it looks ok in max. However, Torque's exporter is retardedly finicky about what to export sometimes, and one of those is 'if it's not animated' it doesnt export in the animation.

To fix this, you'd want to apply an ever-so-subtle rotation or something to the hand or something, and it'll decide to export that and the bones between it as well.
This is only a real problem when you animate something low on the chain(like the shoulder) but not something higher(like the hands)
It's a pain, but you get used to it.

See if this helps with the problem.