Torque specific 3D Max videos?
by Richard Preziosi · in Artist Corner · 11/19/2009 (8:54 am) · 8 replies
Are there any Torque specific 3D studio max video tutorials out there, specifically ones that include exporting collision meshes. I come from Milkshape which is super easy as far as getting things done, and how you have to set everything up for 3DMax is quite confusing to me, as far as the documentation goes, would be easier just to see someone do it.
Thanks
Richard Preziosi
Thanks
Richard Preziosi
#2
11/19/2009 (3:34 pm)
Pre thanks while I download em.
#3
I looked at the documentation but it seemed to be assuming that I am fluent with 3D Max. I'm coming from MilkShape where I didn't have to worry about setting things up, I just modeled and clicked export and was good to go. I'll keep searching around, if I can't find anyting maybe I'll make some videos after I figure it out.
11/19/2009 (4:00 pm)
Good stuff, thanks EB. Will be useful in the future, however I'm not quite that far. Having trouble with the dummies and all the other crap and tying them together.I looked at the documentation but it seemed to be assuming that I am fluent with 3D Max. I'm coming from MilkShape where I didn't have to worry about setting things up, I just modeled and clicked export and was good to go. I'll keep searching around, if I can't find anyting maybe I'll make some videos after I figure it out.
#4
Here is my hiearchy view of my model. Don't mind the garbled names, I had too many with the same name after renumbering. I modeled this after clip.max which does work properly
11/19/2009 (6:09 pm)
What I'm really stuck on I never had a problem with in MilkShape. Is the naming, mainly the #'s. I've finally got my models to show up visually, but I can't get them to use visible mesh as collision in the demo. The models I export from Milkshape work, but Milkshape exporter crashes a lot where max doesn't.Here is my hiearchy view of my model. Don't mind the garbled names, I had too many with the same name after renumbering. I modeled this after clip.max which does work properly
#5
(All of the meshes end in "2" and you have a detail2 marker.)
details-1,64 and 100 are useless in this circumstance.
[[ I am not 100% sure the 1.0.1 version of T3D allows visible mesh collision. It may have been broken from what I remember. ]]
11/19/2009 (10:27 pm)
..you will not have any detail levels besides "2". (All of the meshes end in "2" and you have a detail2 marker.)
details-1,64 and 100 are useless in this circumstance.
[[ I am not 100% sure the 1.0.1 version of T3D allows visible mesh collision. It may have been broken from what I remember. ]]
#6
Am I correct in assuming that those detail markers create the LoD, meaning that level 2 means that anything between 2 and 63? Also is LoD used mainly for distance or is it a performance/quality marker?
11/20/2009 (3:30 am)
Yeah, I think I understand how it works a bit better now. I set them all to 7 and it shows properly and I can set collision to visible mesh.Am I correct in assuming that those detail markers create the LoD, meaning that level 2 means that anything between 2 and 63? Also is LoD used mainly for distance or is it a performance/quality marker?
#7
Explanation: The detail level of 2 means that when the object is taking up 2 pixels on the screen, that those meshes will be shown. If you name the same meshes to "7" then they will show up when the object/objects use 7 pixels.(I have never tested separate shapes in the same model to see if they all need to take up 2pixels to show so I can't verify beyond that. I find that a bit frivolous for myself to know anyways)
So the point here is to make all of your higher res meshes have a higher detail number. Then when the model takes up 100 or more pixels, those meshes will show. Then when the object is farther away, at 50 pixels, the lower res meshes will show, and so on.
Now this doesn't work with any true definition on the word "distance" but rather in a theoretical manner of the term. Considering objects become larger or smaller on screen as you approach them or move away from them, the LOD system works to those "detail marker" settings.
I hope that makes enough sense for you.
11/20/2009 (2:00 pm)
LOD is both used for "a generalization of distance" and "performance/quality marker"...Explanation: The detail level of 2 means that when the object is taking up 2 pixels on the screen, that those meshes will be shown. If you name the same meshes to "7" then they will show up when the object/objects use 7 pixels.(I have never tested separate shapes in the same model to see if they all need to take up 2pixels to show so I can't verify beyond that. I find that a bit frivolous for myself to know anyways)
So the point here is to make all of your higher res meshes have a higher detail number. Then when the model takes up 100 or more pixels, those meshes will show. Then when the object is farther away, at 50 pixels, the lower res meshes will show, and so on.
Now this doesn't work with any true definition on the word "distance" but rather in a theoretical manner of the term. Considering objects become larger or smaller on screen as you approach them or move away from them, the LOD system works to those "detail marker" settings.
I hope that makes enough sense for you.
#8
11/20/2009 (2:29 pm)
Thanks eb, that actually cleared a lot up for me.
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