DSQ Support for Milkshape
by Chris Robertson · in Torque Game Engine · 07/16/2004 (1:43 pm) · 7 replies
Hi,
I am developing a new DTS exporter for milkshape, you can find the resource here. One of the last pieces of outstanding functionality is DSQ export. I have read a comment on these forums that milkshape normalises it's rotations, which makes it unsuitable for dsq. Does anyone know any more about this?
My other question concerns ground transforms. What exactly are they, and what are they used for? My understanding from reading the MAX documentation is that a ground transform controls how an animated character moves when in the game. The current milkshape exporter does not use ground transforms, yet animated characters seem to move fine. Are ground transforms even still required?
I am developing a new DTS exporter for milkshape, you can find the resource here. One of the last pieces of outstanding functionality is DSQ export. I have read a comment on these forums that milkshape normalises it's rotations, which makes it unsuitable for dsq. Does anyone know any more about this?
My other question concerns ground transforms. What exactly are they, and what are they used for? My understanding from reading the MAX documentation is that a ground transform controls how an animated character moves when in the game. The current milkshape exporter does not use ground transforms, yet animated characters seem to move fine. Are ground transforms even still required?
#2
Is there a default mapping that exists if no ground transform is found? I assume there must be, as characters with no ground transform are still able to move around ingame.
07/16/2004 (3:46 pm)
So if I wanted my character to move 4 world units per 'Run' animation cycle, I would generate a ground transform that moved 4 units forward?Is there a default mapping that exists if no ground transform is found? I assume there must be, as characters with no ground transform are still able to move around ingame.
#3
07/16/2004 (7:29 pm)
If I recall, the death animations required a ground transform
#4
Additionally, on a game we worked on back at dynamix, the groudn transform was used to automatically change the characters animation based on their speed. They characters (animals for a hunting game) would walk, run, and then bound based on the speed they were going.
07/16/2004 (7:46 pm)
The ground transform will scale the characters speed to match the terrain they are covering so that the player 'sticks' to the ground. This scaling can be capped and controlled so it does not exceed a certain scaling (currently set to 1.5 and can be changed by adding a field to the player datablock)Additionally, on a game we worked on back at dynamix, the groudn transform was used to automatically change the characters animation based on their speed. They characters (animals for a hunting game) would walk, run, and then bound based on the speed they were going.
#5
07/16/2004 (8:41 pm)
The Player class does that, though just with run and walk.
#6
Anyone know about the milkshape/dsq issue?
07/16/2004 (8:53 pm)
Thanks for the replies, I think I understand now. I don't own Max so can't check this for myself, but it seems the ground transform is generated by animating the bounds node. Is this right?Anyone know about the milkshape/dsq issue?
#7
07/16/2004 (8:55 pm)
Yes, by animating the bounds node..
Associate Kyle Carter