T2D strikes a pose
by Neo Binedell · in Torque Game Builder · 09/07/2005 (2:57 pm) · 32 replies
#2
09/07/2005 (3:09 pm)
Very cool :D
#3
oh, the possible applications! my mind is already racing...
say you build a character, setup some poses, and for animations, blend between poses...
also, double thanks for the well documented code, Ive read through most of it, and it is very straightforward (unlike most of the code i write :)
09/07/2005 (7:46 pm)
Totally, totally cool! basically a FK anim system, right? oh, the possible applications! my mind is already racing...
say you build a character, setup some poses, and for animations, blend between poses...
also, double thanks for the well documented code, Ive read through most of it, and it is very straightforward (unlike most of the code i write :)
#4
I will probably put some more time into it and expand the functionality.
I threw it together in about 90 minutes as an experiment so theres a lot that can be improved and added.
For instance it takes the shortest route between poses and as there are no joint limits yet it could
look funny, etc...
I'll probably add a full blown sequence editor so one could create full blown linked animation lists with
durations, create custom figures (the humanoid is just one I built on top of the node system ), joint limits,
node translation, etc, etc...
Hmmm... might even move it to C++ for performance and to get around things like needing container sprites for pivot points, etc
Documenting code means I dont have to write docs heheh
Keep checking the plan, I'm sure I'll get the itch soon enough... ;p
~neo
09/07/2005 (8:44 pm)
Hehe, glad you find it useful... I will probably put some more time into it and expand the functionality.
I threw it together in about 90 minutes as an experiment so theres a lot that can be improved and added.
For instance it takes the shortest route between poses and as there are no joint limits yet it could
look funny, etc...
I'll probably add a full blown sequence editor so one could create full blown linked animation lists with
durations, create custom figures (the humanoid is just one I built on top of the node system ), joint limits,
node translation, etc, etc...
Hmmm... might even move it to C++ for performance and to get around things like needing container sprites for pivot points, etc
Documenting code means I dont have to write docs heheh
Keep checking the plan, I'm sure I'll get the itch soon enough... ;p
~neo
#5
09/08/2005 (10:56 am)
That is wicked cool Neo!
#6
09/08/2005 (10:56 am)
Thats very awesome!
#7
09/08/2005 (6:56 pm)
That's really damn cool! :)
#8
09/09/2005 (12:06 am)
Any takers on the first person to convert this into a fighting game? :)
#9
09/09/2005 (6:06 am)
Thats exactly what i was thinking phillip :)
#11
I can't seem to have a look at the code myself though, somehow it says the .zip is unreadable and corrupt. Maybe I will try again later.
p.s. Any new work on this?
03/02/2006 (10:24 pm)
I was interested in trying something like this myself! It's great to see so many people working on all teh cool possiblities of this engine.I can't seem to have a look at the code myself though, somehow it says the .zip is unreadable and corrupt. Maybe I will try again later.
p.s. Any new work on this?
#12
Just finished a project so I will have some time hopefully now to get back to it.
As for the zip I've changed hosting (which should stay around now) and will update
the links as soon as the dns propogates.
In the meantime if you need it just holler and I'll mail it to you.
~neo
03/03/2006 (5:51 am)
Unfortunately I've been out consulting and did not get to play with any torque dev.Just finished a project so I will have some time hopefully now to get back to it.
As for the zip I've changed hosting (which should stay around now) and will update
the links as soon as the dns propogates.
In the meantime if you need it just holler and I'll mail it to you.
~neo
#13
03/22/2006 (1:08 pm)
Looks like you posted the new link for a b1.1 version, but it has a folder named "client" and I can't get it to run under b1.1. Could you post some quick instructions on getting this demo to work?
#14
The client directory is under poser which you should extract to your TGB/games/ directory.
Perhaps I'm not understanding your problem?
~neo
03/22/2006 (1:24 pm)
That is actually straight out of my TGB/games/ directory.The client directory is under poser which you should extract to your TGB/games/ directory.
Perhaps I'm not understanding your problem?
~neo
#15
03/22/2006 (2:15 pm)
That did it, thanks!
#17
05/28/2006 (5:06 pm)
Has anyone had any luck getting this to run with Beta 4? I'm hoping I'm missing something simple...
#18
~neo
05/28/2006 (7:44 pm)
I will be updating it to Beta 4 later today (well today here, it's 4am monday ;p).~neo
#19
05/29/2006 (5:10 am)
Excellent, thanks Neo!
Torque Owner Jason Swearingen