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T3D: Export Each Separate Animation to DSQ or Collada?

by Demolishun · in Torque 3D Professional · 01/23/2012 (2:35 am) · 7 replies

Is there a way to export the animations once they are divided up into sequences inside of T3D?

I want to be able to export them and reuse the animations for other models. Is there a tool that does this that comes with T3D?

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
01/23/2012 (5:13 am)
I think you can save out a DTS without mesh data and only animation data....it would still be a DTS binary file, however.

You can use the Shape Editor to do this....remove all the object data and leave the skeleton/nodes. This won't help you outside of T3D though. Use the TSShapeConstructor object and scripting to edit your sequences inside T3D and to load them into another similar shape.

Good luck!
#2
01/23/2012 (7:17 am)
Hmm - you could try the file menu Export to COLLADA - but then you'd probably have to dig your sequences out of the XML by hand....
#3
01/23/2012 (8:30 am)
Wow, you can export a rig thru DAE in the UI?? I thought it was only for interiors...go figure.
#4
01/23/2012 (9:22 am)
I said "try" - I haven't tried it myself... lol
#5
01/23/2012 (10:40 am)
I tried, and failed...and I could hear Yoda telling me not to try, but to do. It looks like I could have one dae to hold the animations and the mesh and just access those animations from another object. Just treat it as a library of sorts. That would be good enough. If not I could resort to writing a python script to parse the xml. I already have one to pretty print the Blender output so I can manually read through the structure.
#6
01/23/2012 (12:06 pm)
Yep, sounds like a 'best' practice for you, Frank. Keep the DAE as a 'library' and just assemble with a Constructor script at load time...it all loads to memory anyways...even DTS, you got the keyframes, hierarchy, and objects; assemble to your heart's contentment!
#7
01/23/2012 (2:42 pm)
I will make sure and say, "It's alive!!!" when my FrankenMesh starts walking!

Wait, "FrankenShape"!