ORC Skeleton
by John Eric Miller · in Artist Corner · 07/03/2005 (5:54 pm) · 18 replies
Does anyone have a skeleton that will work with the DSQ files for the ORC. I would like to create a new character using the same skeleton in 3ds max 7. Also is this even possible? Do the bones just need to be named the same for this work? I appreciate the help!
#2
07/04/2005 (3:31 pm)
If I use the Biped that comes with 3DS Max will I be able to use the stock DSQ files from the ORC? Can I orient the biped to my model and skin it and still have the animations work? Thanks!
#3
07/05/2005 (8:51 am)
As long as you use the biped and DTS nodes that it contains you can use any of the standard/stock Torque DSQs with your models. Though a word to the wise, do not adjust the current pose that the character is in less you get some really screwy results in the game when the DSQs are applied.
#4
I appreciate the help!
07/05/2005 (9:07 pm)
So, you are saying I have to model my character to the skeletons current pose? That sucks! Is there a way in 3DS max I could some how save the current pose bone positions then move the bones to match up with my model and skin the model then reapply the bones positions as they were? It is sounding like it would be easier making my own animations :(I appreciate the help!
#5
07/05/2005 (9:15 pm)
Make a biped using character studio.. make your model in whatever pose you want. Open one of the max files that has the defaut skeleton pose (like the blue box guy that can be found in my .plan).. save the .bip file.. apply the .bip to your biped figure.. he will now be in the default pose that can be used with the default animations.
#6
08/02/2005 (6:22 pm)
Can someone tell me how to get this skeleton for Milkshape? I want to do what he wants in reverse; make a character that uses the orc's dsqs. is the skele in 3DGPAi1 the same as the orc skele?
#7
This will demonstrate how to MOD the DTSPlus! exporter's default mrbox.ms3d file onto another mesh, and how to add addtional Nodes for about any purpose. The default mrbox.ms3d file will load the SDK default sequences. There is a Resource Listing here that has a copy of the exporter for download. It has a lot of good documentation and fine example files. For your purpose, there's two files; a meshed version & a skeleton version, both Milkshape3D formats. I'm finishing my Guide and will provide the BoxyBoy mesh shown in the proofing.
DTSPlus!
08/02/2005 (6:32 pm)
No, the skeletons are not compatible, and I believe the old exporter is used as a tool, which is not the DTSPlus! one. This will demonstrate how to MOD the DTSPlus! exporter's default mrbox.ms3d file onto another mesh, and how to add addtional Nodes for about any purpose. The default mrbox.ms3d file will load the SDK default sequences. There is a Resource Listing here that has a copy of the exporter for download. It has a lot of good documentation and fine example files. For your purpose, there's two files; a meshed version & a skeleton version, both Milkshape3D formats. I'm finishing my Guide and will provide the BoxyBoy mesh shown in the proofing.
DTSPlus!
#8
When you download the Torque DTS Exporter for Milkshape, it comes with the default skeleton that the orc uses. You just have to match you character with the bones then assign then to the joints. Then you can just export your character and it should work.
Here's a thread that I created asking the same question. LINK
08/02/2005 (6:34 pm)
@JoobotWhen you download the Torque DTS Exporter for Milkshape, it comes with the default skeleton that the orc uses. You just have to match you character with the bones then assign then to the joints. Then you can just export your character and it should work.
Here's a thread that I created asking the same question. LINK
#9
08/02/2005 (6:45 pm)
That just comes up a bunch lines all over. Are the bones beign drawn too big?
#10
08/02/2005 (9:58 pm)
You may want to go to preferences in Milkshape then under Misc. and turn down Joint Size down to like 0.050000. Then you should see the bones normal and not in a bunch.
#11
08/03/2005 (6:32 am)
K thx. new to milkshape
#12
thx in advance
01/17/2007 (12:23 am)
I know is a old Thread, but if i want use the orc animations can i add more mountpoints? or must i use the exact 2 mounts like the orc?thx in advance
#13
01/18/2007 (9:55 am)
Adding additional nodes to your DTS should be fine. (You're allowed to have nodes in your DTS that are not in the DSQs, but not the other way around).
#15
I was thinking about if i can add animations? such as reloading etc...
01/18/2007 (2:07 pm)
Sorry again me ^^I was thinking about if i can add animations? such as reloading etc...
#16
01/18/2007 (3:34 pm)
I have a .max file how do i put it on torque game engine PLEASE HELP!!!!!!!!!!
#18
01/20/2007 (4:14 pm)
@miquel varela THANK YOU THANK YOU THANK YOU!!!!!!!!. you have no idea how happy i am.I dont know how maney times i can say THANK YOU!!!!!!!!!!!!
Associate Logan Foster
perPixel Studios
If you want to use bones the names need to be the same and you also need to ensure that the local orientation of the bones is setup the same to match. I believe that Jeff Gran wrote a little skeleton script that creates a basic skeleton like this.
Logan