Anything specific to GG an asset creator needs to know?
by Ken Knudsen · in Artist Corner · 04/30/2009 (8:32 am) · 4 replies
Hi guys <non-artist here>,
I was wondering if I could get any info on key points to character modeling that is specific to GG … Here’s the scenario, I have an artist who has done some character sketches for me. Our next step is to create those characters in 3D studio so we can load them into the game world. We are all new here, so what I’m looking for is any specific GG asset creation advice that I need to tell him before he begins modeling these characters. Is there any items he needs to be worried about or is just creating the characters as normal in 3D Studio good enough?
I was wondering if I could get any info on key points to character modeling that is specific to GG … Here’s the scenario, I have an artist who has done some character sketches for me. Our next step is to create those characters in 3D studio so we can load them into the game world. We are all new here, so what I’m looking for is any specific GG asset creation advice that I need to tell him before he begins modeling these characters. Is there any items he needs to be worried about or is just creating the characters as normal in 3D Studio good enough?
#2
If you want to 'recycle' animation data...essentially use the same motion data across several avatars...you should use the same skeletal structure and not change any namingConventions of 'nodes'/bones/joints or alter their 'rotation' data.
There is a difference in 'Skinned Meshes' and what I refer to as "Rigid Meshes". Learn the differences in the two approaches to mesh deformation.
Learn the List of Essential TGE 'nodes' for default engine functionality. Nodes such as: Cam, Eye, Mount[n] are important to engine functionality, learn their purpose and use!
Good luck, keep asking!
05/01/2009 (5:41 am)
Some 'long' advice on DTS/DSQ generation:If you want to 'recycle' animation data...essentially use the same motion data across several avatars...you should use the same skeletal structure and not change any namingConventions of 'nodes'/bones/joints or alter their 'rotation' data.
There is a difference in 'Skinned Meshes' and what I refer to as "Rigid Meshes". Learn the differences in the two approaches to mesh deformation.
Learn the List of Essential TGE 'nodes' for default engine functionality. Nodes such as: Cam, Eye, Mount[n] are important to engine functionality, learn their purpose and use!
Good luck, keep asking!
#3
Check the TDN (Login required)
tdn.garagegames.com/wiki/Torque_Game_Engine#artist
tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Complex_Character
tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Simple_Character
Hope this helps!
Tony
05/01/2009 (6:50 am)
There is a lot that is specific to .dts file types! If your artist/modeller is already good with animations in StudioMax, it should be easy to apply the Torque steps. If animation is new to you, start small and be patient. It may take some time to get it right. Ask questions, and we'll help.Check the TDN (Login required)
tdn.garagegames.com/wiki/Torque_Game_Engine#artist
tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Complex_Character
tdn.garagegames.com/wiki/DTS/3dsmax/Creating_a_Simple_Character
Hope this helps!
Tony
#4
The first time anyone makes a character for Torque, they never get it right... The important thing is for your artist to come on these forums when there is a problem exporting, until there is a problem we here on the forums can only point you towards the resources.
The resources are helpful, but little unforeseeable problems always pop up.
Some notes on things I didn't know before i started:
1. make sure your model is a editable mesh, not editable poly... it wont export correctly
2. No morph animation, so you have to create bones to do facial expressions...
3. Use skin to weight, last time i checked physique didn't export correctly.
4. The hierarchy of your bones has to be the same for a DTS to load the DSQ animation files...
5. export your mesh and test it in showtool after your done modeling UV, and Texturing. Just to see your character in the tool...
6. Test everything in showtool, it is your best friend... and sometimes worst enemy =P
05/01/2009 (3:26 pm)
The most important thing you can tell your artist is trial and error... The first time anyone makes a character for Torque, they never get it right... The important thing is for your artist to come on these forums when there is a problem exporting, until there is a problem we here on the forums can only point you towards the resources.
The resources are helpful, but little unforeseeable problems always pop up.
Some notes on things I didn't know before i started:
1. make sure your model is a editable mesh, not editable poly... it wont export correctly
2. No morph animation, so you have to create bones to do facial expressions...
3. Use skin to weight, last time i checked physique didn't export correctly.
4. The hierarchy of your bones has to be the same for a DTS to load the DSQ animation files...
5. export your mesh and test it in showtool after your done modeling UV, and Texturing. Just to see your character in the tool...
6. Test everything in showtool, it is your best friend... and sometimes worst enemy =P
Associate Michael Hall
Distracted...