Bone animating character in 3d Max
by Mikael "soho" · in Torque Game Engine · 04/05/2006 (5:43 am) · 1 replies
Alright, we just started to do work on our charactermodels for our little project, today. We ran into all kinds of trouble, mainly because we do not know the inner workings of Torque when it comes to animate characters with bones. After a few huors of headscratching, we managed to export a DTS character and use it with the engine (besides it being backwards and such, it seems to work pretty well).
The problem is to use DSQ files and the animations. Our model have the standard nodes of Eye, Cam and Mount0.
Questions:
1) Do we need to create animation sequences named root, run, die etc in the model when we are going to use DSQ files to store our animations?
2) If not, where are they defined?
3) What nodes are needed to run the out-of-the-bow animations that belong to the orc model (eg, do we need ski1, mount1 etc).
Spent most of the day at TDN, resources and forums to find answers, but not too much luck this far.
Any help will be very welcome :)
The problem is to use DSQ files and the animations. Our model have the standard nodes of Eye, Cam and Mount0.
Questions:
1) Do we need to create animation sequences named root, run, die etc in the model when we are going to use DSQ files to store our animations?
2) If not, where are they defined?
3) What nodes are needed to run the out-of-the-bow animations that belong to the orc model (eg, do we need ski1, mount1 etc).
Spent most of the day at TDN, resources and forums to find answers, but not too much luck this far.
Any help will be very welcome :)
Torque Owner impulse
2. Define it on your script file ([DTS model name here].cs).. you can see the orc demo model for examples
3. To use the orc animation you'll need the EXACT node names and placements of the orc model in your model, if i'm not mistaken..