Torque3D: Support for Constructor, animation in Collada?
by Thijs Sloesen · in Torque Game Engine Advanced · 04/27/2009 (1:12 pm) · 6 replies
Hey everybody,
I was just wondering about the feature set of Torque 3D. I have browsed the site and searched the forums, so I apologize if this question has already been answered, but I have not been able to find the answer.
Will Torque3D support
- assets created in Constructor?
- COLLADA animations?
Collada animations would be nice because it would include Poser Pro in the potential asset pipeline :)
Anyway,
Thanks in advance for the answers!
Regards,
Thijs
I was just wondering about the feature set of Torque 3D. I have browsed the site and searched the forums, so I apologize if this question has already been answered, but I have not been able to find the answer.
Will Torque3D support
- assets created in Constructor?
- COLLADA animations?
Collada animations would be nice because it would include Poser Pro in the potential asset pipeline :)
Anyway,
Thanks in advance for the answers!
Regards,
Thijs
#2
After that, it's .dts and Collada
Edit: from the IRC logs...
04/27/2009 (3:32 pm)
iirc .dif will be supported in T3D until 2010After that, it's .dts and Collada
Edit: from the IRC logs...
Quote:
<LK> how much longer will difs be supported
<[GG]mattf> Torque 3D 2009 is probably the last version of Torque to directly support DIF's
<LK> k
<JosephEuan> whats the format after that... DTS?
<[GG]mattf> Collada and DTS for the foreseeable future
#3
I seemed to be getting differently named hierarchies, if there was or wasn't animation involved, and the string literals attached to the nodes were quite 'verbose' to say the least. It[DAE] export was including the 'Figure' name, as well as other meta type data 'tags'....with BVH however; you can use and integrate that format into the native TGE pipeline[DTS/DSQ].
04/27/2009 (5:01 pm)
I found the Collada support from Smith Micro[Poser] to need a little help...I seemed to be getting differently named hierarchies, if there was or wasn't animation involved, and the string literals attached to the nodes were quite 'verbose' to say the least. It[DAE] export was including the 'Figure' name, as well as other meta type data 'tags'....with BVH however; you can use and integrate that format into the native TGE pipeline[DTS/DSQ].
#4
05/02/2009 (4:35 am)
Thanks a lot guys! I'm still not sure about Torque3D though, but at least that is cleared up :) Rex: The Ecstasy application looks interesting!
#5
03/05/2010 (4:01 pm)
I wonder if you can blog a step by step instructions on Poser Pro export and Torque 3D import of Poser Props Characters and Animation I just bought Torque 3D and DSQTweaker looking froward to port all my poser contant to Torque 3D respecting artist rights.
#6
I cannot remember if the license was specifically for Power or Daz content, though. It has been a while since I looked into it.
03/08/2010 (3:10 pm)
You will need to ensure that all of your Poser content has been released under their new game license (which I believe is still in flux and not officially released yet). Currently (unless the new game license has been released), Poser content is only available for renders, not real-time content where you are including the meshes. That is if you are using any base Poser/Daz/etc content that has licenses derived from the Poser license.I cannot remember if the license was specifically for Power or Daz content, though. It has been a while since I looked into it.
Associate Michael Hall
Distracted...
Constructor can still be used to create a .dif, although you would most likely see better performance by not using the Interior format.
Collada is best for static objects, but animated collada does work. Complicated animated objects like a player would probably be better if done through the existing .dts/.dsq pipeline.