Torque models made in 3D Max converted to 3ds
by Max Thomas · in General Discussion · 08/15/2004 (6:29 am) · 18 replies
I'm sure that there are a few people here at garage games who have 3d max. So, I was wondering if someone here can convert the torque guy into 3ds format with 3d max because I havent found any human milkshape models and I asume no one has found any etheir.
Oh, by the way, you can import 3ds format into milkshape.
Oh, by the way, you can import 3ds format into milkshape.
#2
08/15/2004 (8:39 am)
The mesh can be converted.. but most of the information required to export a shape will be lost and will need to be redone in milkshape. Also note that a character exported from milkshape will not work with the deafult animations, so the model would need a complete animations set done in milkshape.
#3
BTW- there is also a Max2Milkshape exporter out there floating around[run a search thru Chum's archives], but it will do funny stuf to any skeletal rig exported depending on what type of Keyframes have been set. Sometimes you get the Bip01 Node, sometimes you don't. This usually occurs if Footsteps have been used to create the animation. It will not recognize the Helper objects as Nodes/Bones/Joints.
08/15/2004 (9:21 am)
There is now an example shape[rig] in Ms3d format that will successfully load all the default animations shipped with the demo. It is installed with DTSPlus! by Chris R.. I've tested it with a segmented character and it does work. The only workaround is getting your mesh into the initial Frame0-Root pose, not insurmountable.BTW- there is also a Max2Milkshape exporter out there floating around[run a search thru Chum's archives], but it will do funny stuf to any skeletal rig exported depending on what type of Keyframes have been set. Sometimes you get the Bip01 Node, sometimes you don't. This usually occurs if Footsteps have been used to create the animation. It will not recognize the Helper objects as Nodes/Bones/Joints.
#4
08/15/2004 (9:27 am)
I would like to see an example of that rig. Is that the resource that was posted a few weeks ago? I would also be interested in learning the conversion process to get a max/maya character into milkshape. We are working on a character pack, and I would love to get it into milkshape.. but my first tests with trying to conversion were not encouraging... if there is a straight forwrd process, scripts, exporters.. etc.. it would be great to find out where they are and what that process is.
#5
partII:www.mds.mdh.se/~elt01mcg/files/...looks like a newer version appeared; along with Source code, might help things along to Milkshape for you, either way,:).
08/15/2004 (9:38 am)
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5894partII:www.mds.mdh.se/~elt01mcg/files/...looks like a newer version appeared; along with Source code, might help things along to Milkshape for you, either way,:).
#6
08/15/2004 (10:01 am)
Thanks... had not been following it since the intial post..
#7
Thanks, does anyone know of any milkshape player models that will work in torque?
08/15/2004 (6:49 pm)
Ok,Thanks, does anyone know of any milkshape player models that will work in torque?
#8
Utilizing a rigid bone assignment[any mesh assigned to ONLY one(1)bone/joint] will not load the dsq files at runtime. It seems your submeshes must have verts assigned to more than ONE (1)bone, so segmented characters will not load the sequences[MUST be regrouped into one mesh{which would then have multiple bone assignments}], or take a few vert from EACH submesh and assign to a different Bone/Joint; otherwise, the rigid submeshes will not animate.
Just checked again; yes the shape I just compiled DOES load the defaults, AND he's in the shape of the default BlueGuy...Ready and waiting for you, Max. Dont' feel badly; to get to this result, it took 10 compiles before I remembered about rigid assignments, the default validation, and the DTSPlus! exporter...there is a lot to keep straight for a player character shape!
08/16/2004 (5:04 am)
Yes! What exactly are you searching for, Max? A skeletal rig or a mesh, or both? A note about loading the default sequences onto a Milkshape exported player:Utilizing a rigid bone assignment[any mesh assigned to ONLY one(1)bone/joint] will not load the dsq files at runtime. It seems your submeshes must have verts assigned to more than ONE (1)bone, so segmented characters will not load the sequences[MUST be regrouped into one mesh{which would then have multiple bone assignments}], or take a few vert from EACH submesh and assign to a different Bone/Joint; otherwise, the rigid submeshes will not animate.
Just checked again; yes the shape I just compiled DOES load the defaults, AND he's in the shape of the default BlueGuy...Ready and waiting for you, Max. Dont' feel badly; to get to this result, it took 10 compiles before I remembered about rigid assignments, the default validation, and the DTSPlus! exporter...there is a lot to keep straight for a player character shape!
#9
08/16/2004 (7:50 am)
I was just really looking for a blue guy in ms3d format generaly.
#10
2 files sent at 9:28AM PST...
AH, yes, of course; one more caveat[there's always one more...:)]. You will notice a slight difference in the players Left Arm position skeleton and the mesh. I believe this is to do with the process that produced the skeleton. Like the difference perhaps between the BlueGuy's pose and the Orc's pose, I'm not fully certain which shape the example is based upon; I would venture to guess the Orc...since BlueGuy seems to be off. I also have the Orc in Ms3d format,and GameSpace scn too. I've been researching player characters in DTS/TGE for over a year now, and finally feel confident.
08/16/2004 (8:06 am)
You got it...I'll get a copy to you...enjoy. Let me know how it goes...2 files sent at 9:28AM PST...
AH, yes, of course; one more caveat[there's always one more...:)]. You will notice a slight difference in the players Left Arm position skeleton and the mesh. I believe this is to do with the process that produced the skeleton. Like the difference perhaps between the BlueGuy's pose and the Orc's pose, I'm not fully certain which shape the example is based upon; I would venture to guess the Orc...since BlueGuy seems to be off. I also have the Orc in Ms3d format,and GameSpace scn too. I've been researching player characters in DTS/TGE for over a year now, and finally feel confident.
#11
08/16/2004 (12:08 pm)
One question does the blue guy have bones and nodes in him at the moment?
#12
Feel free to convert this model to any format you want, release him freely, change him, modify him.. etc...
The model took me next to no time to do, and I don't have a bunch of time to devote at the moment to modifying him.
At the moment I am working right now on finishing up (documentation right now) a complete player (for a content pack) with a full animation set that works in max, maya, and hopefully (crosses fingers) lightwave. I would love to have versions of this character set up in blender and milkshape, but I was going to put that off for a while until I had time to research the conversion process and solve all the problems associated with it. If someone wants to help out and simplify the steps involved in getting a milkshape model that will 'play nice' with the other models (particulary with animation sharing, so I can have a milkshape skeleton and mesh work with DSQs exported from max or maya) I would be very interested in hearing how it is done and what tools..exporters.. processes are used. If it is easy and straightforward, I would convert the blue guy, and make this character pack (and all subsequent character packs) work with milkshape.
Ideally, I would like to make and release a rig in milkshape that would work with the animations I am making for the content packs so that it would ease the pain of new character creation for those tht cannot afford max or maya.. that way one could just use the skeleton, attach the mesh to it, get the pack and BOOM.. you have an easy path for getting milkshape characters in the game.
If someone wants to do the legwork for me in terms of letting me know what needs to be done (bear in mind that while I have a license to milkshape, I have used it maybe twice) then I will do the work to attempt to get this working and viable.. if no one does, I will get to it, eventually.. but that will go on the bottom of my very long to do list.
08/16/2004 (12:20 pm)
The blue guy is a model I made in ten minutes by deleting the mesh from the orc, and attaching boxes to each of the bipeds joinst. He has no detail levels. As he is very low poly, with simple textures, and no skin deformation.Feel free to convert this model to any format you want, release him freely, change him, modify him.. etc...
The model took me next to no time to do, and I don't have a bunch of time to devote at the moment to modifying him.
At the moment I am working right now on finishing up (documentation right now) a complete player (for a content pack) with a full animation set that works in max, maya, and hopefully (crosses fingers) lightwave. I would love to have versions of this character set up in blender and milkshape, but I was going to put that off for a while until I had time to research the conversion process and solve all the problems associated with it. If someone wants to help out and simplify the steps involved in getting a milkshape model that will 'play nice' with the other models (particulary with animation sharing, so I can have a milkshape skeleton and mesh work with DSQs exported from max or maya) I would be very interested in hearing how it is done and what tools..exporters.. processes are used. If it is easy and straightforward, I would convert the blue guy, and make this character pack (and all subsequent character packs) work with milkshape.
Ideally, I would like to make and release a rig in milkshape that would work with the animations I am making for the content packs so that it would ease the pain of new character creation for those tht cannot afford max or maya.. that way one could just use the skeleton, attach the mesh to it, get the pack and BOOM.. you have an easy path for getting milkshape characters in the game.
If someone wants to do the legwork for me in terms of letting me know what needs to be done (bear in mind that while I have a license to milkshape, I have used it maybe twice) then I will do the work to attempt to get this working and viable.. if no one does, I will get to it, eventually.. but that will go on the bottom of my very long to do list.
#13
@Joe: Contact Chris Robertson, author of DTSPlus! for any tips on getting a proper Milkshape3D skeleton from the Source files, but if you download that particular exporter; it comes with a subfolder...skeleton, which contains a working example of a 'kind' rig, along with an IFL, and DETAIL mapping examples.
08/16/2004 (1:22 pm)
@Max: Yes, the BlueGuy of Joe's, does have all necessary Nodes to load the default animations, it's 'good to go', ready for export attempts.@Joe: Contact Chris Robertson, author of DTSPlus! for any tips on getting a proper Milkshape3D skeleton from the Source files, but if you download that particular exporter; it comes with a subfolder...skeleton, which contains a working example of a 'kind' rig, along with an IFL, and DETAIL mapping examples.
#14
08/17/2004 (7:34 am)
One question did you send me the blue guy?
#15
Hmm....it should be[TGplayer.ms3d & TGplayerRegroup.ms3d]. The email should have had both files; the sub grouped one and the other had all regrouped into one, should have been named MESH. What did I actually send? Perhaps not, I usually request a read receipt and did not get one, I got your nice Thank you note, though. Do I need to ship it out again?...let me know.
08/17/2004 (6:37 pm)
Quote:2 files sent at 9:28AM PST...
Hmm....it should be[TGplayer.ms3d & TGplayerRegroup.ms3d]. The email should have had both files; the sub grouped one and the other had all regrouped into one, should have been named MESH. What did I actually send? Perhaps not, I usually request a read receipt and did not get one, I got your nice Thank you note, though. Do I need to ship it out again?...let me know.
#16
08/18/2004 (8:41 am)
Yeah, I got them but when I click show skelaton it doesn't show any bones, are there any bones in it?
#17
7:04PM PSt...file sent.
In the future; try posting any modeling related Threads at the other Forum Section: Modelling/Animation/Mapping...etc., it may bring more results...this thread is getting a tad long...;), and this is probably beyond General Discussions, but you did the right thing by asking for advice at GG; there are a lot of 'community-minded' developers here; after all, we're all we've got to bring our imaginations together and make them work...!
Again, I apologize for slowing down your research...
08/18/2004 (5:40 pm)
Yes, I used that file to compile up a Milkshape3d 'BlueGuy'; it's odd the bones aren't there. I'll look at the files in question again, can't understand why no bones...and you're right, I see no bones! Mea Culpa, mea culpa, only sent MESH file, I apologize and I'll get a 'real' copy of this Holy Grail of skeletons out to you. I feel like such a dolt...7:04PM PSt...file sent.
In the future; try posting any modeling related Threads at the other Forum Section: Modelling/Animation/Mapping...etc., it may bring more results...this thread is getting a tad long...;), and this is probably beyond General Discussions, but you did the right thing by asking for advice at GG; there are a lot of 'community-minded' developers here; after all, we're all we've got to bring our imaginations together and make them work...!
Again, I apologize for slowing down your research...
#18
10/28/2004 (9:46 pm)
Would it be possible to post this as a resource for aspiring milkshape modellers?
Torque Owner Stefan Lundmark