Reference frame for Torque stock skeleton?
by Jedive · in Game Design and Creative Issues · 04/14/2005 (6:09 am) · 8 replies
We have the intention of using the standard skeleton used for the Torque demos in our game, so we have a big stock of animations to play with while prototyping (and we can also use the ragdoll pack this way). The problem is that we haven't found that skeleton to build our model over. An option would be to use a character from Torque as a base, remove the geometry, and create our own then. But in the .max file for the alien, the alien does not appear in the reference frame. Does somebody know where can I find the Torque base skeleton in reference position so we can build our mesh?
And, does Character Studio work correctly with Torque?
Thanks.
And, does Character Studio work correctly with Torque?
Thanks.
#2
04/20/2005 (8:43 am)
How much until the migration is complete? Will the demos use the new skeleton, and come with the same animations they currently have?
#3
04/20/2005 (11:15 am)
Alex, is it true that you MUST not use Physique? It was my understanding that you could but it is not recommended because it doesn't support real-time deformation and that animations done would end up getting exported as morphs.
#4
You are correct in your statement there.
The big problem though with exporting as morphs are bloated file sizes, a lack of using a DSQ (since DSQs are just transform data) and you cannot mix animations together.
Quite a pain for absolutely no gain, especially when the Skin modifier is leaps and bounds better than Physique (and there is a tool on sparks.discreet.com to convert back and forth between these two modifiers).
Logan
04/20/2005 (12:29 pm)
@ToddYou are correct in your statement there.
The big problem though with exporting as morphs are bloated file sizes, a lack of using a DSQ (since DSQs are just transform data) and you cannot mix animations together.
Quite a pain for absolutely no gain, especially when the Skin modifier is leaps and bounds better than Physique (and there is a tool on sparks.discreet.com to convert back and forth between these two modifiers).
Logan
#5
As Logan says, technically you could export those animations as morphs, it would just be a horribly messy and inefficient solution. Plus you couldn't use any of the cool advanced features of DSQ format like animation blending, etc.
04/21/2005 (3:51 pm)
Todd,As Logan says, technically you could export those animations as morphs, it would just be a horribly messy and inefficient solution. Plus you couldn't use any of the cool advanced features of DSQ format like animation blending, etc.
#6
@Alex
When you mention that you are "migrating away from the CS skeleton", what do you mean by that? Is it just going to no longer be recommended to be used or are you guys making other changes that would make a non-CS skeleton more efficient to use.
04/22/2005 (8:17 am)
Thats what I thougt, I just took pause at the word "must".@Alex
When you mention that you are "migrating away from the CS skeleton", what do you mean by that? Is it just going to no longer be recommended to be used or are you guys making other changes that would make a non-CS skeleton more efficient to use.
#7
The CS Biped has spaces in its names for its bones, unfortunately some applications such as Maya for example cannot handle object names with spaces. So unfortunately to make things uniform and consistent for all 3D apps there are some changes that have to be made, either to the art or in the code, to make this all compatible.
04/22/2005 (8:26 am)
@ToddThe CS Biped has spaces in its names for its bones, unfortunately some applications such as Maya for example cannot handle object names with spaces. So unfortunately to make things uniform and consistent for all 3D apps there are some changes that have to be made, either to the art or in the code, to make this all compatible.
#8
04/22/2005 (10:55 am)
@Todd: It will just be a different recommendation, the CS skeleton will serve you well so long as all your artists use Max.
Torque Owner Alex Swanson
Character Studio skeletons do work with Torque (the basic orc is a CS skeleton), but you must use regular skin modifier, not Physique.
Please note that we are migrating away from the CS skeleton because its naming conventions make it impossible to make it compatible with characters built in Maya.