Game Development Community

stock torque character rig

by Peter Stuart · in Artist Corner · 08/25/2009 (2:35 am) · 3 replies

Hi, there. I've been trying to create a character rig in houdini that works with the stock torque dsq animations. I've been able to create the correct hierarchy with all the required nodes, but the animation is wrong. I'm guessing the orientation of the bones is not consistent with those used in the animations. Has anyone created a rig in houdini that works with the stock animations? Would somebody be willing to export an fbx with bones in the correct position and orientation for me? Any pointers? Thanks!

Peter.

#1
08/25/2009 (9:45 am)
You need.... DSQTweaker!
#2
08/25/2009 (12:28 pm)
@Andy: DSQTweaker will not reorient a skeletal rig[dts] or build one, it edits existing DSQ files.

@Peter: I have not created a rig with native Houdini 'shelf' tools, but I have imported an FBX file of KORK that, once exported as a DTS file with the ROP, loaded the SDK sequences without any issues. With the version of Houdini[9.1~9.5] I was using at the time FBX support was in it's infancy and the rigs I was receiving inside Houdini were constructed in a way, with my limited HD knowledge, I was unable to get working with the IK shelf tools code. This made learning character setup a much more involved process than I'd hoped; already have a few options available and needing the time spent elsewhere more profitable, I moved on...
#3
08/26/2009 (3:24 am)
@Rex: Yeah, the fbx import creates a bunch of nulls in the rig hierarchy instead of bones, so you can't really use IK as it requires bone chains. Maybe I can convert the hierarchy over. Unfortunately, I don't have max, so I can't export KORK to FBX. The max files are just sitting there teasing me. I'll check with some friends - maybe somebody has max. Is that FBX file something you can give me? All I really need are the transformations of the nodes. Anyway, thanks for the time...