Default Biped Skeleton: Irritated beyond reason.
by Maddermadcat · in Artist Corner · 06/09/2007 (6:14 pm) · 4 replies
I'm getting really annoyed here. Can anyone walk me through implementing the default torque biped skeleton in 3ds max?
About the author
#2
1) Merge the data in from the Orc scene.
2) Just use the Orc scene as your scene and merge your model data in.
3) Save the biped as a bip and fig file (done through the motion command panel) and then in your scene, create a new biped node and then apply the fig and bip data you just saved out to it.
There are plenty more, but I think you get the idea here on how easy this is to do.
Logan
06/10/2007 (9:51 am)
Actually this is really simple and you have a variety of choices that you can do here.1) Merge the data in from the Orc scene.
2) Just use the Orc scene as your scene and merge your model data in.
3) Save the biped as a bip and fig file (done through the motion command panel) and then in your scene, create a new biped node and then apply the fig and bip data you just saved out to it.
There are plenty more, but I think you get the idea here on how easy this is to do.
Logan
#3
I'll try finding that plugin.
EDIT: Alright, it's rigged. Now what? Do I set it up just like any other shape before exporting?
EDIT2: The plugin doesn't let me use the animations that come with torque, does it?
06/10/2007 (3:32 pm)
It's a lot harder than it seems... I tried all of those, but both of the scenes become deformed and all over the place when merged... No idea why.I'll try finding that plugin.
EDIT: Alright, it's rigged. Now what? Do I set it up just like any other shape before exporting?
EDIT2: The plugin doesn't let me use the animations that come with torque, does it?
#4
I don't really have the time to go into it so I will go real quick and simple. The Bip01 node will serve as your DTS hierarchy. All of your detail nodes will be linked to it. All of the eye, cam, mount, ski, etc. nodes will be linked to the appropriate bones.
Your character geometry itself needs to have a skin modifier on it and that skin modifier needs to have all the control bones that you plan on using from the Biped in its list. You will need to likely tweak the envelopes and then do some quick cleanup on the vertex deformation itself.
You can set a detail mesh on your character one of two ways. If you only have 1 detail level that you are displaying then add the necessary trailing number to the mesh. If you plan on using Multires you will need to make a snapshot of the mesh add the text "MultiRes::" in front of the name (remove the 01 at the end) and then link the snapshotted mesh to be a child of your skin mesh.
With regards to the animations...
If you use the same biped structure that the Orc uses, then yes you can inside of Torque apply all the DSQs to the DTS shape.
If you meant can you just load the DSQ from torque into max and tweak the animations. The answer is no. GarageGames was not allowed to distribute the animation source for the models to do a restriction Vivendi games placed on them and DSQ files themselves are compiled specificly for use within the engine.
06/11/2007 (10:08 am)
Setting up the scene is pretty simple. There are a whole bunch of docs on it via TDN and the exporter documentation that Joe Maruschak wrote years ago.I don't really have the time to go into it so I will go real quick and simple. The Bip01 node will serve as your DTS hierarchy. All of your detail nodes will be linked to it. All of the eye, cam, mount, ski, etc. nodes will be linked to the appropriate bones.
Your character geometry itself needs to have a skin modifier on it and that skin modifier needs to have all the control bones that you plan on using from the Biped in its list. You will need to likely tweak the envelopes and then do some quick cleanup on the vertex deformation itself.
You can set a detail mesh on your character one of two ways. If you only have 1 detail level that you are displaying then add the necessary trailing number to the mesh. If you plan on using Multires you will need to make a snapshot of the mesh add the text "MultiRes::" in front of the name (remove the 01 at the end) and then link the snapshotted mesh to be a child of your skin mesh.
With regards to the animations...
If you use the same biped structure that the Orc uses, then yes you can inside of Torque apply all the DSQs to the DTS shape.
If you meant can you just load the DSQ from torque into max and tweak the animations. The answer is no. GarageGames was not allowed to distribute the animation source for the models to do a restriction Vivendi games placed on them and DSQ files themselves are compiled specificly for use within the engine.
Torque Owner Johnny Hill