Making vehicles in Blender
by Gary "ChunkyKs" Briggs · in Torque Game Engine · 10/22/2004 (2:25 pm) · 10 replies
Heya,
I'm looking at making a vehicle using Blender. Can anyone explain to me how to tell Blender [and, by association, the DTS Exporter] what node is, for example, "mount0" or "ground0", in such a manner that torque will understand it?
Thanks,
Gary (-;
I'm looking at making a vehicle using Blender. Can anyone explain to me how to tell Blender [and, by association, the DTS Exporter] what node is, for example, "mount0" or "ground0", in such a manner that torque will understand it?
Thanks,
Gary (-;
#2
Do you have the example available anyplace, by any chance?
Thanks.
Gary (-;
10/25/2004 (9:41 am)
Cool. I'd found another reference to using armatures as nodenames after writing this.Do you have the example available anyplace, by any chance?
Thanks.
Gary (-;
#3
10/25/2004 (10:03 am)
I just sent you an email (about 1MB) with various files for a test vehicle truck. It replaces the buggy in the racing demo.
#5
10/25/2004 (12:41 pm)
No problem. When I get it to be more of a decent vehicle, I'll put it up in the resources. Of course, suggestions are always welcome (but, hey, what can you expect for 30 minutes of work?)
#7
Did you notice that this is post is a year old?
Check out Scott's Torque/Blender page.
The vehicle and humanoid model are there and available.
10/21/2005 (11:57 am)
Alexandre,Did you notice that this is post is a year old?
Check out Scott's Torque/Blender page.
The vehicle and humanoid model are there and available.
#8
10/21/2005 (12:08 pm)
A year? Wow. I didn't realize it was that old.
#9
And sorry about digging up this oldie... I'm really eager to get as much information as possible about TGE capabilities and Blender integration. My current game project in based on Blender right now and it needs more LOD, culling and high poly count handling features...
10/21/2005 (12:29 pm)
Thanks!And sorry about digging up this oldie... I'm really eager to get as much information as possible about TGE capabilities and Blender integration. My current game project in based on Blender right now and it needs more LOD, culling and high poly count handling features...
#10
TGE and Blender are just great! I can't wait for Blender 2.4 or TGE 1.4! They both already have some excellent features implemented!
10/21/2005 (12:47 pm)
No problem about digging old ones up. If I happen to have something that's useful, then I'm really glad I could help out.TGE and Blender are just great! I can't wait for Blender 2.4 or TGE 1.4! They both already have some excellent features implemented!
Torque Owner Scott Coursey
Yellow Duck Software
He had the wheels attached as individual armatures, each with a bone name of hub0, hub1, hub2, and hub3. I think that could work with the different mount points as well.
Also, you need to have a separate armature called "mass", indicating the center of gravity.
Just don't forget to parent the armatures to the detail level (ie, "detail32").
I'm sure there's more, but I don't have a working example yet.