Dts and dsq files
by Luke Smith · in Artist Corner · 06/25/2006 (6:06 pm) · 7 replies
Hi all im new here.
im getting a bit confused about the dsq files. in the player folder there is a dts file and lots of dsq files. so im guessing the dsq are skeletal aniamtions and the dts file is the reference model. however in the folder for the RTS starter kit the characters on that only have one dtf file and one texture file.
im getting a bit confused about the dsq files. in the player folder there is a dts file and lots of dsq files. so im guessing the dsq are skeletal aniamtions and the dts file is the reference model. however in the folder for the RTS starter kit the characters on that only have one dtf file and one texture file.
#2
06/26/2006 (8:33 am)
Ah right so can i export dsq files from milkshape?
#3
http://www.garagegames.com/mg/forums/result.thread.php?qt=46162
06/26/2006 (1:11 pm)
Yes you can. You need this pluginhttp://www.garagegames.com/mg/forums/result.thread.php?qt=46162
#4
06/29/2006 (8:13 am)
I strongly recommend that first of all you read all the documentation available.. this can save you a lot of time...
#5
07/01/2006 (5:56 am)
What makes you think i havnt
#6
09/28/2006 (10:00 pm)
Is exporting DSQ's from Milkshape easier than working with BIP's in Character Studio? I'm having alot of trouble getting animations baked out from Max 8 into a DSQ just wondering am I alone?
#7
Milkshape is easy...
Specific Max questions might be better delt with in that Topic Heading....I think you need to get your .BIP files into your character on a per Scene basis[or cfg with the helper to snip the Timeline], then export the Scene as a .DSQ file with a Scene Helper object with keyframes set. Then load that .DSQ into the .DTS shape at runtime[or embed the sequence into the shape before export as a DTS].
12/19/2006 (7:13 am)
Hard to say...you'll have to have done it from both successfully to really be able to tell. The concepts are about the same. You need to fill in the sequence parameters within the Scene and it comes down to how the exporter/modelling package handles the task. Somewhere within the Scene, you'll need to fill in start,end,FPS,GrndTrans,Blend,Cyclic data... Mostly it's done with a "helper" NULL type object, or a piece of geometry with Object Notes....all depends.Milkshape is easy...
Specific Max questions might be better delt with in that Topic Heading....I think you need to get your .BIP files into your character on a per Scene basis[or cfg with the helper to snip the Timeline], then export the Scene as a .DSQ file with a Scene Helper object with keyframes set. Then load that .DSQ into the .DTS shape at runtime[or embed the sequence into the shape before export as a DTS].
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