Its time for Max physique support to be added to torque
by David Dougher · in Torque Game Engine · 11/13/2003 (12:46 pm) · 8 replies
As the engine gets older it gets harder and harder to stay competitive. Having to spend extra time and extra effort to find artists who are familiar and willing to work with Max's skin is no longer a good choice.
I would like to propose that when GG adds support for Max 6, they finally bite the bullet and add in support for physique too.
GG is currently embarked on a stabilization effort and when it is complete they are looking for new direction. Well here's a simple discrete thing that could be done to allow more artists to get at the modeling end of torque.
More modelers able to work with the product and able to produce higher quality models in less time means more content, more games completed faster, and more money for GG and the community.
"Nuff said.
I would like to propose that when GG adds support for Max 6, they finally bite the bullet and add in support for physique too.
GG is currently embarked on a stabilization effort and when it is complete they are looking for new direction. Well here's a simple discrete thing that could be done to allow more artists to get at the modeling end of torque.
More modelers able to work with the product and able to produce higher quality models in less time means more content, more games completed faster, and more money for GG and the community.
"Nuff said.
About the author
Owner - Pariah Games, Adjunct Professor - Bristol Community College, Mentor - Game Design - Met School Newport, Mentor - Game Design - Met School Providence
#2
Currently, 3dsmax is the only way to get fully functioning DTS assets into Torque... this is FAR more limiting to content creation than anything having to do with Physique...
I like what I am seeing with Blender...
-J
11/13/2003 (7:38 pm)
A $3500 3dsmax + $1000 Character Studio dependency is something I can live without at the moment. Anyway, I truly wonder how many artists around here own a legitimate copy of 3dsmax... Currently, 3dsmax is the only way to get fully functioning DTS assets into Torque... this is FAR more limiting to content creation than anything having to do with Physique...
I like what I am seeing with Blender...
-J
#3
11/13/2003 (7:45 pm)
Yeah, I jost downloaded blender and I love it already. Though I am a programmer, but I have messed around with Max and Maya. I think Blender is good quality for the right price! :D So I would like to see a fully featured Blender (or Maya) exporter before an enhanced Max one. (As the only person I know who does modelling has a macintosh, thus cant use Max).
#4
11/14/2003 (7:19 am)
Any ideas as far as how long its going to take to get a maya exporter done - i know there workin on it - but it would be nice to get an idea -
#5
I must agree with the rest of the people in this thread though, support for other tools (Maya) is probably more important than extending a plugin for a tool that already has a working pipeline.
11/14/2003 (7:23 am)
Just a note that on the discreet site there is a tool to convert Physique to Skin. I don't really understand the request though, to me, preferring physique over skin for setting up real time characters is just madness.I must agree with the rest of the people in this thread though, support for other tools (Maya) is probably more important than extending a plugin for a tool that already has a working pipeline.
#6
3dsmax/maya/XSI/Blender/Milkshape -> simple intermediate format -> common library that operates on simple intermediate format (the DTS SDK doesn't currently address this)-> complicated/efficient DTS format (DTS SDK?)
At one point I thought FBX might be this format... I emailed Kaydara, etc... the FBX SDK is expensive and reverse engineering FBX, while possible, would have been a can of worms in more ways than one.
I have been looking at the Cal3D format as a nice simple intermediate format... It has a good 3dsmax exporter (I have used this on commercial games), it also has a good Milkshape exporter, and from what I see the Cal3D Blender exporter should work and is quite simple... A Cal3D Maya exporter is in the works... etc
Cal3D has realtime LOD generation and this can be used to generate detail levels, etc... there is a Cal3D Python binding I need to look at... above all Cal3D's file format is SIMPLE, the code is quite clean, and the exporter code is straight forward ...
Cal3D -> DTS could be a good way to go... capitalizing on others work (and exporters) along the way...
-J
11/14/2003 (10:21 am)
The problem I see is a lack of a nice SIMPLE intermediate format... 3dsmax/maya/XSI/Blender/Milkshape -> simple intermediate format -> common library that operates on simple intermediate format (the DTS SDK doesn't currently address this)-> complicated/efficient DTS format (DTS SDK?)
At one point I thought FBX might be this format... I emailed Kaydara, etc... the FBX SDK is expensive and reverse engineering FBX, while possible, would have been a can of worms in more ways than one.
I have been looking at the Cal3D format as a nice simple intermediate format... It has a good 3dsmax exporter (I have used this on commercial games), it also has a good Milkshape exporter, and from what I see the Cal3D Blender exporter should work and is quite simple... A Cal3D Maya exporter is in the works... etc
Cal3D has realtime LOD generation and this can be used to generate detail levels, etc... there is a Cal3D Python binding I need to look at... above all Cal3D's file format is SIMPLE, the code is quite clean, and the exporter code is straight forward ...
Cal3D -> DTS could be a good way to go... capitalizing on others work (and exporters) along the way...
-J
#7
Maya really should be a priority though, it provides a full-fledged art pipeline that is cross platform and a fair chunk of change cheaper than max (though still incredibly expensive for an indie).
11/14/2003 (11:40 am)
Blender does show promise... I'd like to see full undo functionality and a slightly less obtuse interface, but hey, its free, can't complain about free :)Maya really should be a priority though, it provides a full-fledged art pipeline that is cross platform and a fair chunk of change cheaper than max (though still incredibly expensive for an indie).
#8
I haven't tried Truespace/Gamespace out, either.
11/14/2003 (11:49 am)
What about LightWave, though? You can often pick that up for less than $1k. Not sure if it's cross-platform.I haven't tried Truespace/Gamespace out, either.
Torque Owner Alex Swanson
I would like most to see exporters for Maya and Blender, as both of these products offer a cross-platform solution that is badly needed. We need to make more modelers able to work at all before worrying about things like muscle deformation that can be simulated (and will run faster in game) with a standard bone/skin rigging.