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Torque3D Gideon Character sample 3DsMax file

by Boğaz Harbi · in Artist Corner · 07/24/2009 (7:18 am) · 6 replies

Hi...

I created a character with skeleton system and now I want to export it to use in T3D like sample Gideon.

I have some questions;

1- What is the max. polygon count for a character(is 5000-10000 good)?
2- How should I export the character for T3D, .dts or collada ?
3- Is there a sample character .max file ?
4- Is there a new tutorial about creating a character for T3D (exporting collada, exporting animation)
5- How can I find Gideon's .max file?

Thanks.

KODGRAF Game Studio

About the author

We are working on FPS game project called Boğaz Harbi : Epic of Gallipoli War at Kodgraf Game Studio in Ankara, Turkey. http://www.bogazharbi.com/en http://www.bogazharbigame.com http://twitter.com/bogazharbigame http://facebook.com/bogazharbigame


#1
07/24/2009 (8:13 am)
1- I would say to safely limit each mesh in your model to under 9-10k if you export to DTS from Max. If you export to Collada, I don't think there is a per mesh limit. As for total character poly count, it depends on the game/app you're making and your target machine but I would suggest staying between 4k to 6k for a pretty nice model with nice geometrical flow..but then again, it all depends what you're doing/making/planning.
2- You can export to DTS or collada, I am not aware of any issue or gain of 1 to the other, someone else may know though.
3- Gideon's source file is not provided. The ForgeSoldier's .max is in fps kit of T3D and TGEA had the orc's.
4- Search out TsShapeConstructor and read the docs bro!
5- You find out who made it and pay them.

gl!
#2
07/24/2009 (8:20 am)
Gideon was created in Maya and does not conform to any of the existing skeletal rigs that were previously used in Torque (special care was apparently put in place to deform his trenchcoat properly as he moves with extra scene markers). So the chances of you a) getting the file are slim and b) finding anything remotely useful are even less.

Your best bet is to do like Eb says and use a pre-existing sample model as your basis and working from there. This way you can choose to reference the default DSQs that Torque ships with and not have to worry about recreating all the animations correctly (which is the case with Gideon and why it doesn't have all the animations).
#3
07/25/2009 (7:34 am)
Thanks guys..

You say that I can export it .dts (I think this is the best choice).
If I use motion capture files(.bvh .bip etc.) to create biped animations which about 978 frames can I export working .dsq files?
#4
07/25/2009 (8:11 am)
I am not aware of a dsq frame length limit.

Read thoroughly:
As for BVH, your best bet is to create a throwaway-biped in a clean scene, import the BVH to the biped and export to a BIP. Then you can import the BIP to the biped you plan to use.
- BVH to a rigged biped is 'asking for trouble' alot of the time. Stick with BIP to biped for headache free fun!
#5
07/25/2009 (9:13 am)
@Berkan

Yup even in Torque3D DTS/DSQ is still the way to go for some things like characters, animations, weapons and vehicles to name but a few. Collada is nice and all but there are some limitations with the spec itself which I feel make it a bit of a detriment for those previous uses (not saying you cannot or shouldn't, just saying "its more productive" with DTS/DSQ).

I just exported a 1200 frame animated DSQ fine and have done even longer animations in the past, so you really shouldn't have any issues with framelength there.
#6
07/27/2009 (12:01 am)
Thanks guys...

It's great to see you there...