Using Gamespace for Torque
by John Eric Miller · in Torque Game Engine · 03/09/2004 (4:41 pm) · 7 replies
Is anyone else using gamespace for modeling characters? I need to know how to setup my skeleton. I know I need to use a plugin for player models, but which one. Is anyone else trying to do this that could help me or work with me to figure this out?
Thanks!
Thanks!
#2
03/09/2004 (8:14 pm)
I appreciate the info.
#3
05/18/2004 (8:50 pm)
When i try to export i get "no mesh to export" what the heck am i missin?
#4
05/19/2004 (8:47 am)
Sounds like you don't have a mesh. :)
#5
05/19/2004 (12:22 pm)
Hehe very funny.. i'll watch the howto videos tonite..:)
#6
@ Eric. I have used Matt's plugin for creating characters in GameSpace and it works great. One thing you need to know is that the bone structure is quite different in GameSpace then 3DS Max so you will not be able to use the animations (DSQs) that come with the Torque example. If you animate your character in GameSpace and export it, it works great. I haven't yet tried exporting any DSQs only but plan to by tonight.
When you create your skeleton, I always found it best to just build up the skeleton from scratch as opposed to using the Puppeteer plugin. when ever I used to bones in the Puppeteer plugin, after I saved the scene and reopened it, the bones went back to the original size and royaly screwed up my mesh.
This is how I create my characters.
1) Add a new layer (upper left hand corner) and rename it to "Mesh Layer: size=145" . Put your mesh and bones on this layer.
2) create your skeleton. Watch the 3DBuzz tutorial to learn how best to do that. After you create your skeleton and attach it to your mesh, you will need to name the bones properly. Here is the list for the bone names...you should be able to figure out which bone receives what name:
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Hand
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Hand
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Once those are named you need to create another layer and call it "bounds". Next click on the DTS icon in your plugins area, then select and click add node for each of the following: "eye", "cam", "mount0". Also, type in node dropdown "unlink" and click add node. I'm not sure yet what unlink is for but the stock DSQs contain them.
You will then need to animate your character. Once that is done, click on the DTS icon again, select "Export Animation" and also "Export in DTS" and then Export it. You will also need to copy your texture to the folder you exported to.
Hope that helps!
Jason
05/19/2004 (1:28 pm)
@Kevin. Put your mesh on a new layer and name the layer "Mesh Layer: size=145".@ Eric. I have used Matt's plugin for creating characters in GameSpace and it works great. One thing you need to know is that the bone structure is quite different in GameSpace then 3DS Max so you will not be able to use the animations (DSQs) that come with the Torque example. If you animate your character in GameSpace and export it, it works great. I haven't yet tried exporting any DSQs only but plan to by tonight.
When you create your skeleton, I always found it best to just build up the skeleton from scratch as opposed to using the Puppeteer plugin. when ever I used to bones in the Puppeteer plugin, after I saved the scene and reopened it, the bones went back to the original size and royaly screwed up my mesh.
This is how I create my characters.
1) Add a new layer (upper left hand corner) and rename it to "Mesh Layer: size=145" . Put your mesh and bones on this layer.
2) create your skeleton. Watch the 3DBuzz tutorial to learn how best to do that. After you create your skeleton and attach it to your mesh, you will need to name the bones properly. Here is the list for the bone names...you should be able to figure out which bone receives what name:
Bip01 Pelvis
Bip01 Spine
Bip01 Spine1
Bip01 Spine2
Bip01 Neck
Bip01 Head
Bip01 L Clavicle
Bip01 L UpperArm
Bip01 L Hand
Bip01 R Clavicle
Bip01 R UpperArm
Bip01 R Hand
Bip01 L Thigh
Bip01 L Calf
Bip01 L Foot
Bip01 R Thigh
Bip01 R Calf
Bip01 R Foot
Once those are named you need to create another layer and call it "bounds". Next click on the DTS icon in your plugins area, then select and click add node for each of the following: "eye", "cam", "mount0". Also, type in node dropdown "unlink" and click add node. I'm not sure yet what unlink is for but the stock DSQs contain them.
You will then need to animate your character. Once that is done, click on the DTS icon again, select "Export Animation" and also "Export in DTS" and then Export it. You will also need to copy your texture to the folder you exported to.
Hope that helps!
Jason
#7
05/21/2004 (6:33 am)
Works like a champ.. also it took me 2 days to figure out the gridlock was on..I thot i was having video card/memory/mouse conflicts or something. but everything works fine now.. thanx..
Torque 3D Owner Danner Jones
The built in DTS exporter that comes with GameSpace is pretty bad, from what little I've played with it.
For exporting DTS shapes, including a character (with or without animation), keep an eye on this resource. The plugin works good for the little I've tested with it. It doesn't yet support DSQ files for animation (good for blending animations) but who knows what Mark Owen may add?
If you subscribe to the GameSpace forums, do a search for "torque" and you'll find a few interesting recent threads. A user named Kwizatz has mentioned writing a plugin to be used by Torque users - his website is here. I haven't tried the plugin so I can't say anything about it.
Also, check out Digital Flux. He offers a plugin for exporting DIF files and some tutorials that look good - again, haven't had time to try them. DIF has nothing to do with characters or animation but thought I'd throw that out there.
-nerseus