Game Development Community

TGEA + Stretchy Bones (3D Studio MAX)

by Stephen Scott · in Artist Corner · 01/20/2009 (4:34 pm) · 6 replies

Hey, so for any of your guys using Max. Do "stretchy bones" (freeze length unchecked, scale checked) work in Torque Game Engine Advanced? I know alot of other engines freak out with it, and I'm working on a custom rig, and I wanted to know if its even doable in TGEA, or if I should just stick with normal bones.

About the author

I'm the Founder of Algitt Studios LLC. With Algitt I create Indie Titles as the programmer, artist, designer and sound guy. I also work full-time as the Art Director for Exato Game Studios and as a programmer on their unannounced project.


#1
01/22/2009 (8:31 am)
While I have only done some basic stuff with this, from what I have seen it should work (and becomes a pretty fun and simple way to make your models skinny or fat).
#2
01/22/2009 (2:44 pm)
Cool, thanks alot Logan.
#3
05/12/2009 (4:30 am)
@Logan
Do you mean that I could indiviually make a charater's left Arm FAT or THIN with one or more scaling bones?
#4
05/12/2009 (8:34 am)
Right that's the logic.

This is why the RW Elf model has a big fat waist because she uses the same animations at the Orc and the rigs are different sizes between them, so the engine scales the Elf model to match the information for the Orc. It's probably more of a fun side effect (like skiing) but it has some interesting potential usage.
#5
05/12/2009 (9:02 am)
@Logan: Interesting. So, extending that logic, a custom-made rig should allow for changing body types in game as well- or would that have to be done prior to export?
#6
05/12/2009 (9:54 am)
Thats the theory at least. The catch you would have to do is figure out a way to have the right animations loaded that will allow the model to play and also affect its bone scaling.

With the right amount of tweaking it could give you some desirable effects, but I certainly wouldn't expect it to handle skinny to fat model adjustments without some sort of problem or issue. Its well worth experimenting with though.