TDN - Morph Animation (outdated)
by Thomas Bang · in Artist Corner · 07/07/2008 (3:41 am) · 5 replies
Here is the feature matrix of available DTS exporters.
tdn.garagegames.com/wiki/DTS/FeatureChart
Why is "Morph Animation" outdated? What's the reason?
Greetings
Thomas
tdn.garagegames.com/wiki/DTS/FeatureChart
Why is "Morph Animation" outdated? What's the reason?
Greetings
Thomas
#2
07/07/2008 (2:50 pm)
...
#3
07/07/2008 (2:57 pm)
Not informationally relevant, but relevant to Joseph's comment on the DTS format.
#4
07/07/2008 (3:03 pm)
...
#5
I am with JSG on this. I have tried to use morphs in TGB and TGEA but I was under the assumption that they worked. So that is neither here nor there really. Rene...saying "This is mostly a matter of technology moving along, I suppose."...is something to which I disagree. I understand your POV but to the point of the statement, I disagree.
I think it was more of a developer choice where too much self back-slapping played a role with satisfaction of the system and that knocked determination off of the list...or at least tucked it behind a pillow.
Procedural designs for morph animations by a 3d artist..take seconds, literally. ..but now that one has to rig many bones and then animate..well, it seems like someone, besides myself, just got lazy. sorry...(morphs: think.. liquid, jelly, bouncing ball, bends, twists etc..)
I would like to look into this to see if I can get this working/ported to TGB&TGEA..perhaps I will post a resource soon if it works. Or perhaps someone can point me in the right direction to an existing, great resource?!??
thx for reading this bump!
04/11/2009 (1:00 am)
HUGE BUMP!I am with JSG on this. I have tried to use morphs in TGB and TGEA but I was under the assumption that they worked. So that is neither here nor there really. Rene...saying "This is mostly a matter of technology moving along, I suppose."...is something to which I disagree. I understand your POV but to the point of the statement, I disagree.
I think it was more of a developer choice where too much self back-slapping played a role with satisfaction of the system and that knocked determination off of the list...or at least tucked it behind a pillow.
Procedural designs for morph animations by a 3d artist..take seconds, literally. ..but now that one has to rig many bones and then animate..well, it seems like someone, besides myself, just got lazy. sorry...(morphs: think.. liquid, jelly, bouncing ball, bends, twists etc..)
I would like to look into this to see if I can get this working/ported to TGB&TGEA..perhaps I will post a resource soon if it works. Or perhaps someone can point me in the right direction to an existing, great resource?!??
thx for reading this bump!
Associate Rene Damm
Morph animation is no longer supported by Torque. TGE can do it but TGEA can't (this change came about with the rewrite of the whole rendering system).
This is mostly a matter of technology moving along, I suppose. Morph animation used the method of choice in many games but today is largely superceded by skeletal animation.