Gamespace export
by arteria3d · in Torque Game Engine · 07/24/2006 (8:36 am) · 6 replies
Hi,
Im ataempting to use the gamespace exporter, and having great success, however i note that when i export the file, no separate dsq files are created for the animations - in fact none are created, and when i load the model into show tool, all the animation sequences are their, but they seem to be part of the mesh.
Does anyone know how i export the sep dsq's
Thanks
Steve
Im ataempting to use the gamespace exporter, and having great success, however i note that when i export the file, no separate dsq files are created for the animations - in fact none are created, and when i load the model into show tool, all the animation sequences are their, but they seem to be part of the mesh.
Does anyone know how i export the sep dsq's
Thanks
Steve
About the author
Owner of uk based Ltd company ArteriaMediaLtd. with a trading name of Arteria3d Website;arteria3d.com
#2
So when i add the animation start/stops to an objects notepad details, - all these should come up for separate DSQ export?
Cheers
Steve
07/25/2006 (7:03 am)
Thanks for the help - i apreciate itSo when i add the animation start/stops to an objects notepad details, - all these should come up for separate DSQ export?
Cheers
Steve
#3
07/25/2006 (7:29 pm)
Yes, that is how you construct the sequence, by this scripting. The data from the modeling application must be read by the exporter and converted to the DSQ format. The listing of the sequence details accomplishes this. Have you read the documentation Matt includes with the download? I believe it explains how to setup animation...Quote:all these should come up for separate DSQ export?...I'm not understanding exactly what this means, "come up"?
#4
What i meaan by 'all these should come up for separate DSW export' is this...
If i have a walk animation at 0-15, run at 16-30 and these animations are attached to an objects notepad information as
sequence::walk
sequence::run
When i right click for DSQ export, will they be listed for individual export as this is what torque needs isnt it to use for character animation and blends.
i.e. a separate DSQ for each of the animations that make up the character
Steve
07/25/2006 (11:23 pm)
Yes, I have read the documentation, but as with documentation, sometimes its easier to understand if someone answers the points that are confusing - and this is why i apreciate your help.What i meaan by 'all these should come up for separate DSW export' is this...
If i have a walk animation at 0-15, run at 16-30 and these animations are attached to an objects notepad information as
sequence::walk
sequence::run
When i right click for DSQ export, will they be listed for individual export as this is what torque needs isnt it to use for character animation and blends.
i.e. a separate DSQ for each of the animations that make up the character
Steve
#5
I know the Ms3d DTSPlus! one will.
I feel you will be better served by keeping the exporting of DSQ files to a 1:1 ratio, meaning; don't split the outputs to separate files. I don't think the exporter will accept multiple .CFG files. I always use them and find it necessary to get only the Node data exporting in the file I want and need. I think it okay to have a multi Clip Scene and only export the sequence setup as needed. That way, I know the rig can return to the default root pose with any sequence you work in by sliding the Clips around the Timeline in the Track Editor of the SE.
07/26/2006 (6:28 am)
Hmm...put like that, I'd have to say; I don't think that exporter will split the gS Scene into individual DSQ file outputs.I know the Ms3d DTSPlus! one will.
I feel you will be better served by keeping the exporting of DSQ files to a 1:1 ratio, meaning; don't split the outputs to separate files. I don't think the exporter will accept multiple .CFG files. I always use them and find it necessary to get only the Node data exporting in the file I want and need. I think it okay to have a multi Clip Scene and only export the sequence setup as needed. That way, I know the rig can return to the default root pose with any sequence you work in by sliding the Clips around the Timeline in the Track Editor of the SE.
#6
As torque needs the sep dsq's for each animation, how will i get around this problem?
Thanks
Steve
07/26/2006 (6:30 am)
I cant use milkshake Rex, as my character has vertice weighting, and it looks ugly without the weighing on the jointsAs torque needs the sep dsq's for each animation, how will i get around this problem?
Thanks
Steve
Torque Owner Rex
BrokeAss Games
The Scene needs a sequence Node[geometry with naming convention], with it's Object Notes which are filled the parameters. Number of frames, FPS, Cyclic, etc...
Good luck.