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Force transform vs file size

by Dave Renneker · in Technical Issues · 11/14/2006 (9:19 pm) · 2 replies

Hello,

I am the character artist for a game currently in production. In order to ensure the character animation in Torque matches what I see in MAX, I often need to export with "Force Transforms". Our character can be in one of several states. The states differ from each other, but there is not a lot of translation within the individual move itself (character sits facing -90 in one sequence, 0 in next, 90 in the third). So from what I can tell, if a node dosn't move in a sequence, no data is exported. Meaning the non animated nodes inherit whatever values came before.

What is the best way to export a .dsq containing the values of a non-animating node without the large increase in file size that "Force Transform" causes. Perhaps a way to force transform only certain nodes?

Thank you!


Dave Renneker
daverenneker@hotmail.com

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#1
12/30/2006 (5:38 pm)
Any node that does not actually animate can be deleted from the scene before you export. A .dsq need only contain animating nodes.

For example, I usually make custom rigs for characters. When doing a run animation where I don't want any of the upper body to be animated, I delete all the upper body bones.

Depending on your rigging this might cause some odd problems.

Also be sure and delete all your skin and or body meshes, dsq's don't need them for export.

edit.. I just remembered that you can also add whichever nodes to the never export list of the cfg file.
#2
12/30/2006 (5:40 pm)
Any node that does not actually animate can be deleted from the scene before you export. A .dsq need only contain animating nodes.

For example, I usually make custom rigs for characters. When doing a run animation where I don't want any of the upper body to be animated, I delete all the upper body bones.

Depending on your rigging this might cause some odd problems.

Also be sure and delete all your skin and or body meshes, dsq's don't need them for export.