Torque Skeleton Generator script v0.7
by Jeff Gran · in Artist Corner · 10/20/2007 (1:40 pm) · 37 replies
Hi everyone.
I've had this script sitting around half-done for a long time, waiting to finish it before I release it to the public...
but I haven't been able to find time to work on it, and when I do, my lack of experience with Blender makes the going really slow.
So I thought I'd put it up for download in its unfinished state:
Download TS_Blend0.7
What it does: it creates a custom skeleton based on markers you can position. Try it out and let me know how it works.
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I need help! The next and final step to getting this "done", is getting all the IK and constraints and custom controls set up. The goal is to make it match exactly the functionality of the 3dsmax and Maya versions of the script I made.
I need someone who knows Blender's armature system to help me figure out how to make it work like I want, so I can then add those setup steps to the script. I believe the latest version of Blender can do everything I need it to, I just don't know how.
Anybody? Reply here or send an email.
Thanks!
I've had this script sitting around half-done for a long time, waiting to finish it before I release it to the public...
but I haven't been able to find time to work on it, and when I do, my lack of experience with Blender makes the going really slow.
So I thought I'd put it up for download in its unfinished state:
Download TS_Blend0.7
What it does: it creates a custom skeleton based on markers you can position. Try it out and let me know how it works.
--------------------------------
I need help! The next and final step to getting this "done", is getting all the IK and constraints and custom controls set up. The goal is to make it match exactly the functionality of the 3dsmax and Maya versions of the script I made.
I need someone who knows Blender's armature system to help me figure out how to make it work like I want, so I can then add those setup steps to the script. I believe the latest version of Blender can do everything I need it to, I just don't know how.
Anybody? Reply here or send an email.
Thanks!
#22
it might just be that (part of) your dreams will come true. Project Peach is under way, and they might rewrite/refactor motion if I'm not mistaken. Other than that, I just bought the animation book for Blender and I hope I'll get a bit of a jumpstart there, not having to look everything up in the forums. Then I might be able to help you guys out here.
Cheers,
David
---
www.nebulagame.com
10/24/2007 (1:09 pm)
Joseph,it might just be that (part of) your dreams will come true. Project Peach is under way, and they might rewrite/refactor motion if I'm not mistaken. Other than that, I just bought the animation book for Blender and I hope I'll get a bit of a jumpstart there, not having to look everything up in the forums. Then I might be able to help you guys out here.
Cheers,
David
---
www.nebulagame.com
#23
10/24/2007 (1:11 pm)
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#24
The refactoring of the animation export system does indeed seem like a good idea for the future of Torque/Blender. And it seems to me that using objects as the IK targets and Controllers makes more sense.
I don't think I'll be able to touch this for a couple of weeks, but it is exciting to see progress being made and I'll be ready to dive back in once I get resettled (I'm moving out of state this weekend). Thanks again for all your help.
10/24/2007 (1:15 pm)
Joseph, The refactoring of the animation export system does indeed seem like a good idea for the future of Torque/Blender. And it seems to me that using objects as the IK targets and Controllers makes more sense.
I don't think I'll be able to touch this for a couple of weeks, but it is exciting to see progress being made and I'll be ready to dive back in once I get resettled (I'm moving out of state this weekend). Thanks again for all your help.
#25
Also, in the case of this parent constraint, you can effectively parent one object to another without affecting the hierarchy, which sometimes proves useful.
This does seem to be slightly broken though; again, I believe it's from the python API changes in recent Blender releases.
jboy.menlofarms.net/TorqueSkeleton/scripted_parent_constraint.zip
10/25/2007 (4:26 pm)
Here's the "Parent constraint" thing I did. The cool thing about these scripted constraints is that you can have them update on "frame change" OR on "redraw", so yes, you this would work with real-time feedback. Also, in the case of this parent constraint, you can effectively parent one object to another without affecting the hierarchy, which sometimes proves useful.
This does seem to be slightly broken though; again, I believe it's from the python API changes in recent Blender releases.
jboy.menlofarms.net/TorqueSkeleton/scripted_parent_constraint.zip
#26
10/26/2007 (11:34 am)
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#27
Thanks!
12/05/2007 (11:59 am)
@Joseph, has there been any progress on getting the foot roll/knee swivel working? Also, is the version before you guys started working on that in a mostly-usable state?Thanks!
#28
12/05/2007 (12:26 pm)
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#29
12/05/2007 (1:12 pm)
Making a basic rig and animating it? :p
#30
12/05/2007 (1:50 pm)
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#31
12/05/2007 (2:04 pm)
Yeah I was looking to do new animations. All that sounds good. Thanks for your help.
#32
12/05/2007 (10:34 pm)
I have a question after using the TSG: Is there any way to move around the markers arbitrarily (for any version)? And if so, will the bones still be generated (I don't need compatibility with any existing animations)?
#33
12/06/2007 (6:58 am)
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#34
12/06/2007 (9:50 am)
@Joseph, well, I still need to export the animations. Also, I know you can move around the markers, but they seem to be locked to particular axes. Basically, I have a bipedal mesh that's not *entirely* humanoid (different leg structure, for instance). I'm wondering if it's possible to position the markers arbitrarily and have it still generate the skeleton basically.
#35
12/06/2007 (10:01 am)
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#36
12/06/2007 (10:08 am)
Alright, thanks for your help. I had trouble figuring out how to get Blender to run the thing, anyway. Sometime down the line I'll be making human characters though...will have to come back to it.
#37
There is a tool called "Cryptic Animation Tool", relesed for free of charge (is 3dmax script) an Jason is porting this tool to blender. This work maybe can help with new ideas.
I put this as resource
Thanks Again.
[ sorry for may bad english :-) ]
edit:link
01/04/2008 (8:57 pm)
Good work fellas, Thanks :-)There is a tool called "Cryptic Animation Tool", relesed for free of charge (is 3dmax script) an Jason is porting this tool to blender. This work maybe can help with new ideas.
I put this as resource
Thanks Again.
[ sorry for may bad english :-) ]
edit:link
Torque Owner Redacted