Blender For Torque
by Edward F. Maurina III · in Artist Corner · 11/13/2002 (8:36 pm) · 8 replies
Hi,
I am a prior Blender user with a basic understanding of the tool. I stopped using it when NaN went belly up. As one of the, 'doing it on the cheap' members, I currently use Milkshape to do my modelling, but I am finding that it lacks some of the panache of more involved apps like 3DS Max or Blender.
So, my choices are:
1. Write plugins for Milkshape that do some of the things I want.
2. Buy 3DS Max
3. Write plugin for Blender to export .dts.
Before going further, I am not here to 'dis' Mete Ciragan or Milkshape. Milkshape is an excellent tool and I'd be hard pressed to write anything like it (and I have tried). At the price, it is a great deal for basic modelling.
That said, I'd like to pursue the idea of a Torque exporter for Blender.
I know that much discussion has been generated in the various forum categories regarding this tool. I've read most of the posts. Still, I haven't gotten a feel for how many people would truly be interested in an exporter.
So I pose the following questions to you, the community,
1. Do you currently use Blender or have in you the past?
2. Are you proficient in Blender and/or are you able to make models that you would like to be able to use in Torque (see note below)?
3. Do you write animations in Blender (I am weak in this area) and if so, do you think they would be ammenable to export to .dts?
4. Would you like to see an exporter for Blender and if so, what order would you like to see the features put in?
a. Mesh export (not neccesarily first),
b. Animation export,
c. UVW map export,
d. Special Plugins for procedural textures/effects
with matching features in Torque [not
sure this is possible]).
e. Other? (suggest something)
5. Are you still reading? If so, thanks!
Note on exporting: I know you can already export meshes from Blender to 3DS and then load them into Milkshape. See my site for more notes on Blender.
Thanks for you patience (while reading this) and for the time it takes to give clear answers to these questions.
-Ed
I am a prior Blender user with a basic understanding of the tool. I stopped using it when NaN went belly up. As one of the, 'doing it on the cheap' members, I currently use Milkshape to do my modelling, but I am finding that it lacks some of the panache of more involved apps like 3DS Max or Blender.
So, my choices are:
1. Write plugins for Milkshape that do some of the things I want.
2. Buy 3DS Max
3. Write plugin for Blender to export .dts.
Before going further, I am not here to 'dis' Mete Ciragan or Milkshape. Milkshape is an excellent tool and I'd be hard pressed to write anything like it (and I have tried). At the price, it is a great deal for basic modelling.
That said, I'd like to pursue the idea of a Torque exporter for Blender.
I know that much discussion has been generated in the various forum categories regarding this tool. I've read most of the posts. Still, I haven't gotten a feel for how many people would truly be interested in an exporter.
So I pose the following questions to you, the community,
1. Do you currently use Blender or have in you the past?
2. Are you proficient in Blender and/or are you able to make models that you would like to be able to use in Torque (see note below)?
3. Do you write animations in Blender (I am weak in this area) and if so, do you think they would be ammenable to export to .dts?
4. Would you like to see an exporter for Blender and if so, what order would you like to see the features put in?
a. Mesh export (not neccesarily first),
b. Animation export,
c. UVW map export,
d. Special Plugins for procedural textures/effects
with matching features in Torque [not
sure this is possible]).
e. Other? (suggest something)
5. Are you still reading? If so, thanks!
Note on exporting: I know you can already export meshes from Blender to 3DS and then load them into Milkshape. See my site for more notes on Blender.
Thanks for you patience (while reading this) and for the time it takes to give clear answers to these questions.
-Ed
About the author
Recent Threads
#2
1. Do you currently use Blender or have in you the past?
Yes (started to recently, in fact)
2. Are you proficient in Blender and/or are you able to make models that you would like to be able to use in Torque (see note below)?
Yes, I am able to make what I need. Still learning, but I feel confident that Blender would be my tool of choice if there were an exporter.
3. Do you write animations in Blender (I am weak in this area) and if so, do you think they would be ammenable to export to .dts?
I don't do much animation, but yes, animation would be useful, too.
4. Would you like to see an exporter for Blender and if so, what order would you like to see the features put in?
Yes, I would be thrilled to see an exporter.
Order: Mesh export (obviously), UVW map export, interior export, animations.
You didn't mention interiors, and everyone else was also always talking about models, but I believe interiors would be just as useful.
11/13/2002 (11:41 pm)
Since you asked for feedback from the community, here's some:1. Do you currently use Blender or have in you the past?
Yes (started to recently, in fact)
2. Are you proficient in Blender and/or are you able to make models that you would like to be able to use in Torque (see note below)?
Yes, I am able to make what I need. Still learning, but I feel confident that Blender would be my tool of choice if there were an exporter.
3. Do you write animations in Blender (I am weak in this area) and if so, do you think they would be ammenable to export to .dts?
I don't do much animation, but yes, animation would be useful, too.
4. Would you like to see an exporter for Blender and if so, what order would you like to see the features put in?
Yes, I would be thrilled to see an exporter.
Order: Mesh export (obviously), UVW map export, interior export, animations.
You didn't mention interiors, and everyone else was also always talking about models, but I believe interiors would be just as useful.
#3
Thoughts?
11/14/2002 (9:05 am)
I am currently working on an alternate option/solution however I have yet to find someone to work on the exporter/plugin. I am using Milkshape to model but am really hoping to take those models to CharacterFX and animate and export from there. It is early in my research but the maker of CharacterFX is very willing to help out as much as he can (he doesn't have time to write the exporter right now). If you want to check it out you can go do www.insanesoftware.de. The new beta version is very impressive (ver 1.4). If we could get an exporter for CFX, I think that Milkshape modelers (and those without money to afford 3d Studio Max) would have a very nice alternative and one that is alot closer than a working Blender tool in my opinion. I am still waiting to hear back from Tim G on what they can asist with as the CFX guy had spoken to Tim G earlier this year. Anyone else have any thoughts? I believe CFX is programmed in the highly reputable LUA language. Anyone want to help with the exporter? =)Thoughts?
#4
11/14/2002 (11:13 am)
Killer argument: CFX is windos-only. Quite a few Torque projects are cross-platform, as is the engine, as should be our tools.
#5
-Ed M.
11/14/2002 (6:34 pm)
I mailed Ryan Parker at the same time that I initiated this thread because he was at tone time working on an exporter. Viola, he replied and says it is still in the works. he'll be getting on it when he completes his current task.-Ed M.
#6
(Just starting - experienced with 3DS Max, getting used to the differences)
2. Are you proficient in Blender and/or are you able to make models that you would like to be able to use in Torque (see note below)?
(Not proficient with Blender, and I have done animations in 3DS Max, again, I hope to discover the advantages that a not-for-profit artist tool can have to the fiscally challenged.)
3. Do you write animations in Blender (I am weak in this area) and if so, do you think they would be ammenable to export to .dts?
(Not yet.)
4. Would you like to see an exporter for Blender and if so, what order would you like to see the features put in?
a. Mesh export (not neccesarily first),
b. Animation export,
c. UVW map export,
(of the most listed here, I believe this would be the best place to start; allowing for animated textures and pixel-shaders to be utilized first, would keep some of the more dramatic visual effects progressing with writing games - the GPU's separate processing power makes for a great backdrop (what is now available on most graphics cards) to run in tandem with a great game concept...)
d. Special Plugins for procedural textures/effects
with matching features in Torque [not
sure this is possible].
(nVidia would surely like to see something developed for their GPU's, so plugins for Torque would likely be something they'd be interested in.)
e. Other? (suggest something)
(A C++ template to include just the basic framework code for grabbing the handles for audio, graphics, and I/O devices; then script parsers for AI, collision, and event handlers for local and networked events so that people can design applications for Torque from Torque.)
5. Are you still reading? If so, thanks!
(You're welcome.) :)
03/13/2010 (6:43 pm)
1. Do you currently use Blender or have in you the past?(Just starting - experienced with 3DS Max, getting used to the differences)
2. Are you proficient in Blender and/or are you able to make models that you would like to be able to use in Torque (see note below)?
(Not proficient with Blender, and I have done animations in 3DS Max, again, I hope to discover the advantages that a not-for-profit artist tool can have to the fiscally challenged.)
3. Do you write animations in Blender (I am weak in this area) and if so, do you think they would be ammenable to export to .dts?
(Not yet.)
4. Would you like to see an exporter for Blender and if so, what order would you like to see the features put in?
a. Mesh export (not neccesarily first),
b. Animation export,
c. UVW map export,
(of the most listed here, I believe this would be the best place to start; allowing for animated textures and pixel-shaders to be utilized first, would keep some of the more dramatic visual effects progressing with writing games - the GPU's separate processing power makes for a great backdrop (what is now available on most graphics cards) to run in tandem with a great game concept...)
d. Special Plugins for procedural textures/effects
with matching features in Torque [not
sure this is possible].
(nVidia would surely like to see something developed for their GPU's, so plugins for Torque would likely be something they'd be interested in.)
e. Other? (suggest something)
(A C++ template to include just the basic framework code for grabbing the handles for audio, graphics, and I/O devices; then script parsers for AI, collision, and event handlers for local and networked events so that people can design applications for Torque from Torque.)
5. Are you still reading? If so, thanks!
(You're welcome.) :)
#7
03/14/2010 (7:17 am)
2677 days or 7 years, 3 months, 28 days (including today). Possible new record?
#8
03/24/2010 (4:18 am)
lol, I just found one even longer ;) it was bumped from september 2002 O.o
Torque Owner Tyler Frans
www.garagegames.com/projectmanager/issue.php?qis=88
Actually Torque uses the .dsq files for animation ideally.
Joe Maruschak would be the one to talk to in this area as he's the 3DSMAX exporter deity type. He knows the functionalities of Torque's modeling and animation. Pascal Bos is another to talk with. He just attended the Blender Convention(?) for GG.com.
Edit - forgot link.