Game Development Community

Morphing in TGE

by Marty Keese · in Torque Game Engine · 03/30/2007 (5:57 am) · 8 replies

I am new to TGE but have experience in using 3D application, so I know how a blend shape/Morph work. I have search all the forum but hard to some thing about this topic. So I want to ask some question:

1. Do morphing in Torque run smoothly, so we could have smooth blending between morph

2. How do I export model to TGE with morph, or just tell me the rule that model with morph in TGE and I could find a way to export it from 3D Applications (mine is maya)

2. Any one have hint, or guide to make some kind of this application

i162.photobucket.com/albums/t249/martykeese/screenshot_1.jpg
This model contain a lot of blend shape and they have a way to control it (in this case is slider)

#1
03/30/2007 (6:21 am)
I've seen it posted many times that torque supports blending animations but I have yet to see real documentation or tutorials on how to do it. I would think it could be used for what you have above.

I did see this however in the docs:

Quote:Sequence nodes tell the exporter how to export animation data over a given range of frames in Maya. They are required if animation is to be exported. The sequence node contains a variety of information such as the name of the animation sequence, start and end frames, cycling and blend information, and frame rate. See the section on Sequence Node Parameters (coming soon) for more details about sequence objects.

Link
#2
03/30/2007 (8:04 am)
Quote:I've seen it posted many times that torque supports blending animations but I have yet to see real documentation or tutorials on how to do it. I would think it could be used for what you have above.

Yes, so could anyone tell me how to do it...

About the Maya Export Plugin, I could check to use these parameter, but for what when I still do not know the rule of morphing model in Torque and how to use them in Torque
#3
03/30/2007 (8:53 am)
It's not exactly the same thing. There's a shape resource that allows you to modify bones for changing the size of characters, etc. But I didn't find it in a cursory search. Here's a couple of links that might help:


Wicked Awesome Facial Animation

DTS with Morphs

Morph targets on Joint Bound Shapes

Facial animation + morphs

And a generally cool link:
Torque Skeleton Generator
#4
03/30/2007 (10:16 am)
@David Blake: thanks a lot for your link, but after reading throgh, I can not find any help :(


Wicked Awesome Facial Animation: This article just show us the ability of using facial rigging and demonstration with image, no hint or guide :(

DTS with Morphs: Just a code tutorial about moving vertex (as I understand). But what I am doing is I have done my morph in 3D Application and just need to use them in TGE, and I dont care much about the heavy of file :D , just want to play with facial animation

Morph targets on Joint Bound Shapes: The first post in this thread is some kind similar as my question, but after that, other posts are more about blend shape/morph theory, pros and cons of making blend shape...

Facial animation + morphs: This post is quite truely about Morphing animation and how to make them work. They guy in this post do not say what application he is using for exporting morph, but It seems 3DSMax 6. I I have digged more and find this

tdn.garagegames.com/wiki/DTS/FeatureChart#3

So, Maya plugin right now doesnt support morph animation,and even Max just partial. Moreover, seem GG has decided to not support morph animation more. Morph animation is called "out of dated"
============

So, in conclusion, the way to make facial expression right now is using skeletal animation, mentioned in this
www.garagegames.com/blogs/34011/11087

Anyone knows how to make skeletons animation blending, please help....
#5
03/30/2007 (10:33 am)
It should be no different than running multiple DSQ's.

The creating a simple character might help in terms of getting animations out of Maya. Facial animations should be similar, though I'm not sure about the constraints on very small bone movements.

I don't use Maya, so I'm not quite sure. I just tried linking to things that were similar. But like any engine, not all (or even a majority) of the features with a chosen modeling application will be directly compatible with the engine. It would be nice, though. I was trying to find a close solution for you.
#6
03/30/2007 (10:39 am)
:)
I am an 3D Artist and have used Maya for years, so I could make facial animation with rigging type right now . I also have exported my character into TGE to replace the default box man in TorqueDemo...
However, I am new to TGE and still not understand much its scripts (I am just using script), so I dont know how to load multiple dsq at one time and how to make them blending.
#7
03/30/2007 (8:26 pm)
Why thinking about blending skeletal animation in TGE, I come out this question. I also email to Adam deGrandis to ask him If he has any solution to this case:


For example, I make and Idle animation for my character, and make other mouth shape animation such as: A,E,O with bone animation too.

Then I export all of them into DSQ.
Now I have

-- Idle.DSQ
and moth shape:
-- MouthA.DSQ
-- MouthE.DSQ
........
And when my character is playing Idle action , I want he TALK, it means character will load randomly mouth shape animation such as mouthA.DSQ, MouthE.DSQ. So we could see he is standing and TALK.. So the problem here

1. If TGE could interpolates animation between Mouth shape, so we have a smooth mouth animation.??

2. The mouth animation also contain the whole character 's body bone. So If our Idle animation is a SITTING pose, but in mouth animation, every body pose is standing, so how could TGE know which pose is right? I think TGE will interpolate and create a middle pose between standing and sitting, a kind of blending animation. Then, the animation now is totally blending :(. But with traditional morph, It s only blending the moving vertex
#8
04/01/2007 (12:20 pm)
So, no one has had experience in this >>??