Beginner, theory type question
by HC · in Torque 3D Beginner · 04/01/2011 (8:21 am) · 5 replies
Hi folks, just recently purchased Torque 3D and am having fun learning about it and following the demos and such. So, a little background. I am 14 year programming vet. I know the lingo, what a class, constructor or object is. So, I can follow along pretty well. So, this is more of a theory type question. I am working with the world editor. I want to have outside world, that has some indoor areas as well. So, do I (or my artists really) create the indoor part(say a house) in another program and then import it into the World Builder? Or is everything created seemlessly in the WB? I am a bit confused as to "the order of things" so to speak. Again I am just in the learning and having fun stage. But I appreciate any responses on how "worlds" like this are built in Torque. Just an FYI, I am working with the camera in FP but switching to Third person for encounters. Not that it would matter I guess, just putting it out there! Thanks!!
HC
HC
#2
Thanks for the quick response!
04/01/2011 (9:14 am)
so, a quick question. So I am in the create the "house" in blender(love freebies!), export it to COLLADA, import it into Torque. So, in blender, do i style the door to the house? animate the door opening? and style the interior as well and then export and yada yada yada?Thanks for the quick response!
#3
1. The door is connected to the house. Have two animations for the door (open and shut). Trigger the animations to play based on an event from TorqueScript. This is the fastest route, but does not give you a lot of control over the actual door object.
2. The door is a separate COLLADA model. You control its transformations, collision and interactivity completely separate using TorqueScript. This provides more flexibility, but it is also more time consuming.
04/01/2011 (9:28 am)
@HC - You are pretty much on the right track. As far as handling the door motion, you have a few options. The most obvious ones are:1. The door is connected to the house. Have two animations for the door (open and shut). Trigger the animations to play based on an event from TorqueScript. This is the fastest route, but does not give you a lot of control over the actual door object.
2. The door is a separate COLLADA model. You control its transformations, collision and interactivity completely separate using TorqueScript. This provides more flexibility, but it is also more time consuming.
#4
04/01/2011 (9:31 am)
ok, this makes sense. I just did not understand the order of things. I will play around and see what I come up with. Thanks again, much appreciated
#5
04/01/2011 (9:38 am)
@HC - Centaur Mich is happy to help =)
Employee Michael Perry
ZombieShortbus
Yes. You would need to create a model in Blender, Maya or Max, then export it to COLLADA. You can bring the COLLADA model into Torque 3D's World Editor and drag it into your scene.