Game Development Community

Torque Skeleton for Milkshape

by Jeff Gran · in Artist Corner · 08/30/2005 (7:28 pm) · 8 replies

Well, I decided to take another look at Milkshape today to see what is and isn't possible...

And I think I've figured out that I can in fact get the TorqueSkeleton into it. There's not a chance that it will be as powerful as the other versions (Milkshape doesn't even have IK as far as I can tell). But it does have a nifty feature called "Zero Bones", which is the crux of the TorqueSkel system. So, I'm figuring, all I would have to do is build a skeleton with the correct heirarchy and bone names, and you'd be able to adjust it to fit your character (assuming the character is in the standard T pose), then ZeroBones it, and export and it will be compatible with all TorqueSkel animations.

If anyone is interested in helping me try this out, please email me at my profile's email. What I would need is for you to build the skeleton at the specifications I profide, and then try exporting a character bound to it. And then I will give you a DSQ to see if it works.

#1
09/02/2005 (9:12 am)
Sent some preliminary observations this morning, Jeff. I'm now constructing a rig as a test, with ALL the shapes in the Ms3d world coordinates which, when exported via DTSPlus! will orientate the shape correctly inside TGE[exporting a shape in the default 3DS coordiantes will place the shape on it's back/head Forward]. Not certain how this will effect the DSQ's, not well, I imagine, but it's how Ms3d exports&orients the shapes.

Also to Note: the geometric 'Bones' have their Effector directions somewhat all pointing in the same direction[to right side of body, exceptions are the Thumbs, which 'seem' oriented 'correctly', making it a little tricky deciding where to place the Node. I'm also going thru the meshes/Groups[3DS bones-geometries] and reorienting them to be more 'intuitive'...we'll see how this all goes.

Also, will help greatly to see a schematic of the Hierarchy of the Rig....Parent to child relations, I'm a bit confused by the foot controls, ie Heel, Ankle,Ball linking[which is parent/child of what]
#2
04/15/2006 (2:55 pm)
What ever became of this attempt Jeff?
#3
04/15/2006 (3:40 pm)
Is there a need for a Torque rigg in Milkshape? I could have a crack at it for people here if they want? Doesn't look too difficult - from the outside anyway ;-)
#4
07/02/2006 (2:19 am)
I think that would be fantastic if you made a torue rig for milkshape
#5
07/02/2006 (2:45 am)
@Luke - planning is in the pipeline. Will probably be ready by September - unless I get super-super-lucky and efficient then it might be earlier. I will post when it is done. Keep emailing me though if you want for updates :)
#6
07/02/2006 (2:26 pm)
Would using Shaper help? I'm no artist so I haven't tried it yet, but it is supposed to import and export DTS, DSQ and MilkShape 3D ASCII files.
#7
07/02/2006 (4:31 pm)
@Wysardry - It might help yes - that and fragMotion might help to make a Milkshape rigg really quickly.

However isn't there an issue with the ground tranform and Milkshape? That being it's non-existant?
#8
07/02/2006 (5:16 pm)
Although I purchased a Milkshape license some time ago, I haven't used it for anything more than following the tutorials in Ken Finney's first book. I haven't even bothered installing the various updates that have been released since then.