Game Development Community

Torquey Orc Bones

by Gary "ChunkyKs" Briggs · in Torque Game Engine · 01/27/2005 (4:39 pm) · 12 replies

I'm currently working on something, that I intend to start using the Orc model to do.

Couple questions:
1) Can anyone possibly make the Orc available in a blender-friendly format? That way, I could take a look at it myself...

Alternatively,
2) What are the names of all the bones in the Orc model? I don't have windows, and TST doesn't [yet?] work in linux. I'm mostly looking to animate the arms independantly of the body, so if there's just an upper and lower arm on each side, that would be ok. [Are there any bones in the hands, or below the lower arm?]

Thanks,
Gary (-;

#1
01/27/2005 (4:46 pm)
1) The Orc is IP, and will not be released, if you need a charecture to study, purchase the Girl Pack

2)The Orc model uses 3d Max's Charecture Studio and its bone system. But that doesn't mean ALL models will follow this convention.
#2
01/27/2005 (5:02 pm)
All of the .dts files in the SDK have .max files with them. I was assuming that if I had a copy of Max, I could work this out for myself?

Other questions that spring to mind:
1) Why is this any different?
2) I don't want to study anything, I'm trying to solve the cart-before-the-horse problem; I have a physics system I've built, and just want a model to quickly gaffer it onto until I can make my own models.

Thanks,
Gary (-;
#3
01/27/2005 (5:03 pm)
There is indeed a Bip01 UpperArm and a Bip01 ForeArm. The Bip01 R/L Hand is next in line. There are no fingers beyond the Hands in the shape. The Bip01 R/L Clavicle is included in front of the Bip01 UpperArm Bone...
#4
01/27/2005 (5:12 pm)
1) That will first be a release of precomuted "ragdoll" animations. Hopefully later a full real time ragdoll system will be released.

2)Not quite certain how to answer that, I would presume that you need to studt what the DTS format is so that you can adapt your phyisics system to it
#5
01/27/2005 (5:24 pm)
Quote:There is indeed a Bip01 UpperArm and a Bip01 ForeArm. The Bip01 R/L Hand is next in line. There are no fingers beyond the Hands in the shape. The Bip01 R/L Clavicle is included in front of the Bip01 UpperArm Bone...

How do you distinguish between left and right Upper and Fore Arms? Is there actually a L or R in the middle, there?

Thank-you very much,
Gary (-;
#6
01/27/2005 (9:05 pm)
I'm not sure what Anthony means by the Orc is IP. The Orc model is usable by anybody that owns Torque.
#8
01/28/2005 (1:43 am)
Another much easier way to get the info you wanted would be to load the orc .DTS shape up in Torque Show Tool Pro if you have it and you can go in and examine the bone nodes & check out the hierarchy of the model. That might be easier and more accurate then using a blender conversion.

Keep in mind bones can be named anything for any reason in any model.
However, the default example .DSQ character animations that come with SDK animate the bones used in the Orc, and the orc just happens to use a max biped object.
#9
01/28/2005 (1:51 am)
Quote:I'm not sure what Anthony means by the Orc is IP. The Orc model is usable by anybody that owns Torque.

See, that's what I'd originally thought. But then Anthony, with his "Associate" title, said what he said, and I went and re-examined the EULA.

Quote:This sets forth the entire agreement ... relating to the use of the Engine source code
Quote:Licensor grants Licensee ... license to use the Torque Game Engine ("Engine)[sic] for the purposes of making source code and object code.

Interestingly, that only talks about source. I guess what one means by source might vary, but are those the .max files that come with torque? In that case, would someone please sort me a .blend of them? :-)

Logically, though, the only license I agreed to to install the TGE SDK is the one here: www.garagegames.com/pg/product/eula.php?id=1

Since no other licenses are there, I still assumed the Orc is free for me to abuse within the boundaries of the EULA to which I have agreed?

Just by the way, IANAL, in case it's not pretty damn obvious by now.

Gary (-;
#10
01/28/2005 (2:00 am)
@Timothy
Sure! And just as soon as TST comes out for linux, I'll be buying a copy. Until then, I only have Linux, and am bound by that restriction. I won't run ANY dodgy software at all on my PC, and since I built this myself, I didn't get a windows license with it.

I don't have 300 bucks on hand to drop on windows, and I'm not anticipating changing this linux-only situation anytime soon. [I have more interesting and less broken things to license first, even if I did have 300 USD]

Gary (-;

PS Since this is something of a licensing thread, no-one ever replied to my query about 3dfx.h in the licensing forum...
#11
01/28/2005 (9:00 am)
@Gary,

Anthony made a mistake and I do not see a reason for you to pick at it or insinuate something out of it. He was only trying to help and to be quiet honest I don't think you need to carry that attitude.

As for getting you blender compatible version, this is not an easy task to do since a lot of the data in the Torque Orc source file uses items that are exclusive to 3DS Max and this data does not tranlate out of Max too well. Secondly I do not believe blender supports a 3rd party 3D format, such a FBX, which would allow all the necessary data to translate across properly. So I hope that you will understand that there are technical hurdles in providing what you are asking for and why its not available.
#12
01/28/2005 (9:12 am)
Sorry, I didn't mean to sound like I have "an attitude" at all; I was just a bit surprised when I was told [by someone considerably more qualified on these things than I] that I don't have the rights to use something I was pretty sure I'd paid for the rights to use.

And yeah, I was suspecting that there was a good technical reason for .blend not being feasible, but I simply don't know enough about 3dmodelling yet to know what that reason may be.

Thanks,
Gary (-;