Does Torque support advaced animation technics ?
by Gustavo Boni · in Artist Corner · 12/14/2006 (7:23 am) · 5 replies
Hey guys,
I'm working on my game together with an animator wich i hired to create the characters animations of my game.
He doenst have much experience with Torque, and he needs to know somethings. Hope you could help us.
- What kind of controllers Torque suports?
- Does Torque suports Reaction Manager?
- Does Torque support biped?
- Does Biped need to have a Physique Modifier or a Skin Modfier?
- How to rigging the character foot?
Thanks in Advance
I'm working on my game together with an animator wich i hired to create the characters animations of my game.
He doenst have much experience with Torque, and he needs to know somethings. Hope you could help us.
- What kind of controllers Torque suports?
- Does Torque suports Reaction Manager?
- Does Torque support biped?
- Does Biped need to have a Physique Modifier or a Skin Modfier?
- How to rigging the character foot?
Thanks in Advance
#2
12/14/2006 (11:28 am)
In relation to question 5, I think your animator is asking if foot IK is supported. The answer to that would be no. Your animations will all be exported as keyframed animation, with no in-engine IK support.
#3
Now, he decided to use Character Studio to make the animations.
Thanks
12/14/2006 (11:32 am)
Hey guys, thank you very much for the help. It was very helpfull for us.Now, he decided to use Character Studio to make the animations.
Thanks
#4
You can set up you rig exactly as you want, but you can not use reaction manager.
You can however use orientation constraint instead. and link everything up so splines if you want to.
01/29/2007 (6:28 am)
You can use IK as much as you want no problem there. You can set up you rig exactly as you want, but you can not use reaction manager.
You can however use orientation constraint instead. and link everything up so splines if you want to.
#5
btw reaction manager is not a 3rd party plugin for max its an additional built in tool to help you animate more easily.
all ik informations i.e. all your keyframes or animations when exported will be baked so using any type of controllers is fine. (doing it all the time) use any rig setup you may think of.
02/05/2007 (2:45 am)
Hello guys.. i manage to use reaction manager in all animation i exported. no problems here. btw reaction manager is not a 3rd party plugin for max its an additional built in tool to help you animate more easily.
all ik informations i.e. all your keyframes or animations when exported will be baked so using any type of controllers is fine. (doing it all the time) use any rig setup you may think of.
Torque Owner Rex
BrokeAss Games
2-No, sounds like a plugin?
3-Yes[&Bones]....The CS Biped and native Max bones will export as Nodes for realtime skin deformations.
4-SKIN...ONLY. Do not weight any Bone/Joint that will be removed upon exporting. Exporters throw assertions at ya...if ya do dat.
5-???This may correlate to #1. I believe the caveat is that you can use native 'controllers' to manipulate rigs, they just won't export. All the exporter is looking for is a change delta in the Node. NB: If the controller put a keyframe to the Node, all 'should' be good.
...I haven't worked Max in a while, but I think that's the nuts/bolts of your post. Your artist will find much help here on the export process to get past the 'curve'....small learning curve for the Node setup, but very easy with a few protos. Some of the Material handling[IFL animations....transparency...yada,yada], those will take a little extra, but the whole of it is very reasonable for what the animations are capable of...
Good luck! Have FUN...
I think the BlendType sequence is probably the most advanced type. It will allow you to overlay a sequence ontop of an existing running one. Example of this is having your character avatar running[actionThread], and then blend different arm poses[armThread] for weapons, items, etc....ontop of the running actionThread, without interrupting the lower body[runningEvent Action]. Works very well.
You can also share sequences between similar shaped meshes that contain the same skeleton with namingConventions and Transforms. It is a nice system. You can reuse your complicated DeathType sequences, without having to reanimate. All it takes is a new TSSConstructor script to load the existing sequences into the new DTS shape[containing mesh&rig].
I have managed to load ALL the default sequences into at least 5 different meshes. I even got the default Max produced sequences to load into a Milkshape3d produced player, with additional Nodes added to the default rig!!!. This was probably my greatest TGE art achievement...it took me a long time to figure out how to do it....!!!:), and I got it right.