Game Development Community

Standard skeleton?

by Leo "kingDUCTtape" Altmann · in Torque Game Engine · 04/06/2005 (6:31 pm) · 7 replies

Inspired by the release of the Ragdoll pack, i was curious: what are the specifications of the standard skeleton? What information would I need to pass on to my team's modelers in order for our playermodel to be able to work with the default animations and the ragdoll pack?
Thanks,
--Leo

#1
04/06/2005 (6:39 pm)
Same here.
#2
04/06/2005 (8:10 pm)
The ragdoll pack will initially work with the orc, the blue guy, and other example models made with 3dsmax and character studio. You can use the examples provided, and you can also look at the structure of the models by using the ShowTool Pro.
#3
04/06/2005 (8:16 pm)
Hey joe, dont want to bring this thread off topic, but just wondering if theres any plans to update the jill skeleton ? Mainly some more animations.

Deaths, Crouch, Prone, Swim, all that jazz ?
#4
04/06/2005 (8:19 pm)
Not at this time.. we are going to wait until the component system is done, and then hopefully add a more robust and flexible animation set, probably using the new skeletal system defined by Jeff's skelSctripts.. we would rather not put forth an implementation that will end up being replaced later by a component basd version.
#5
07/22/2005 (9:24 am)
Reviving this thread with a question: does anyone have a milkshape example of the standard skeleton? My team's modellers don't have 3ds max. Thanks!
#6
07/22/2005 (9:46 am)
The appropriate files accompany the DTSPlus! documentation. There's two files: MrBox.ms3d:-with a MrBox segmented mesh bound to the rig the Scene, and the second skeleton.ms3d:-just the rig in the Scene.Here this is a Thread about the subject.
#7
07/22/2005 (10:06 am)
Thanks