Weighted vertices???
by John Eric Miller · in Artist Corner · 01/22/2005 (7:29 am) · 7 replies
Can you do weighted vertices with GS exported to Torque. All my vertices are weighted 100% on export. Also, can vertices be assigned to bones and joints or does Torque only support bones?
#2
01/22/2005 (4:38 pm)
Is it much easier to produce dts files in milkshape? If so, what features are missing from the milkshape exporter?
#3
The result of working with Caligari's developer team to come up with a solution is what you see in ShowTool Pro. The animation data will export and work just fine, (because the vericies are reltive to the position of the exported bone location) its just that because of the way that the bone information is exported there is currently no way to use the default animations that come with TGE. (because the bone positions are so drastically different)
This requires that all of your animation be created in gameSpace or trueSpace. It just looks a little different in the ShowTool Pro but causes no other problems.
@Rex: to control node animation in your DSQ files you shouldnt use the NeverExport list in the .CFG you should instead use the NeverAnimate list. Another thing that you mention above is wrong. When exporting a DSQ file for animation the mesh is needed for objects animation data to be exported properly, but the MESH DATA IS NOT EXPORTED INTO THE DSQ FILE.
DSQ files contain only animation data, period. If you dont want a node or bone to be animated in the DTS or DSQ add its name to the NeverAnimate list in your .CFG file.
01/23/2005 (12:05 pm)
Yes, we are very aware of the way that bones and nodes are exported from gameSpace. Its because of the way the bones and skining are handled in gameSpace and trueSpace. Verts in gameSpace are attached to both the joint and the bone using tendons and muscles. While this is cool for rendered ainmation it pretty much sucks for exporting game animation.The result of working with Caligari's developer team to come up with a solution is what you see in ShowTool Pro. The animation data will export and work just fine, (because the vericies are reltive to the position of the exported bone location) its just that because of the way that the bone information is exported there is currently no way to use the default animations that come with TGE. (because the bone positions are so drastically different)
This requires that all of your animation be created in gameSpace or trueSpace. It just looks a little different in the ShowTool Pro but causes no other problems.
@Rex: to control node animation in your DSQ files you shouldnt use the NeverExport list in the .CFG you should instead use the NeverAnimate list. Another thing that you mention above is wrong. When exporting a DSQ file for animation the mesh is needed for objects animation data to be exported properly, but the MESH DATA IS NOT EXPORTED INTO THE DSQ FILE.
DSQ files contain only animation data, period. If you dont want a node or bone to be animated in the DTS or DSQ add its name to the NeverAnimate list in your .CFG file.
#4
I guess I'm confusing this dsq process with Ms3d exporter's, which doesn't seem to allow the NeverAnimate option...but I can snip joints away as needed.
01/23/2005 (12:10 pm)
Thanks, Matt, sorry for the bad mesh info, I read my dumps of dsq's and see mesh objects included[and wonder, huh??]....I'll try the NeverAnimate route...thanks a bunch. I would guess, disregard any mail sent concerning this...;).I guess I'm confusing this dsq process with Ms3d exporter's, which doesn't seem to allow the NeverAnimate option...but I can snip joints away as needed.
#5
Rex
01/24/2005 (4:12 pm)
Ah, Eric....I've sent off some files and scenes for your perusual; quite a bundle[3 zips total+ instructions]...;); and now I've gone and redone the setup for the Caligari/BUZZ3d.com elf from the VTM's. I got it to compile into a DTS shape with appropriate nodes, bounding box, mesh and rig! What you might call a player character....lol. I didn't save the export setup[dropping the start01 skeleton/rig onto the _detail128 marker] as this causes the scene to Bork in a very bad way, ;). So you have to set it up each export....this might do well as a Resource for all GameSpace users here in the community. If there is enough call for it, I'll submit the ELF scene, as I've never done this type of submission before....good luck!Rex
#6
01/24/2005 (9:38 pm)
Thanks Rex! I was also able to export the elf with a root and run animation and get him running in Torque. I appreciate all your help with this.
#7
01/24/2005 (10:25 pm)
Great news, Eric! Glad you got it all sorted, from the tidbits discovered thru the months working with the program and exporter.
Torque Owner Rex
BrokeAss Games