Sticks and Twigs Pack Conversion Question
by John Getty · in Torque X 3D · 02/10/2010 (3:05 pm) · 3 replies
Is there anyway I can convert the Sticks and Twigs pack to work with an editor other than Torque? I'm currently using 3D World Studio, but conversion to Sunburn, Freeworld 3D, or any other object editing program would be ok too. I didn't know this pack was only usable in Torque when I bought it so I'm kind of bummed about that. Thanks for your help!
About the author
#2
I have purchased sticks n twigs, wharehouse, downtown and alley props..
I am converting all to TX3D...
My pipeline...convert all as .obj..
import into poser.., use "collect scene inventory..)
this separates the images and file to a separate dir..(important..there are thousands of images).
now I have all plants, buildings, etc as poser props..
then I can, push to Daz 3D..(why??)..both Collada and .fbx export..and...layout in daz is the absolutely the fastest in real time render with a large amount of assets..as well as exporting total materials files..norm, spec, etc..
all will no go into maya. With the Maya DTS Converter, I can set the world units..and to the final scene layaout..convert to .fbx (ascii)
so, now I have each asset as..DTS / .FBX / .DAE
The total conversion time, for me..abuot an hour per 100 objects..
This then ties into my custom conversion system.
TX Game Builder (still working on it...)
Now I can get file name, materials, textures, local and world position:
this get's uploaded to my app, it then generates to scene level code..
I also am finishing up with my TX Game Builder Web App..
I'll post a new video today.
TX Gamebuilder:
Torque script code generation system
.fbx ascii to .txscene files..
02/13/2010 (11:42 am)
Unwrap 3d pro converts pretty much anything to anything..I have purchased sticks n twigs, wharehouse, downtown and alley props..
I am converting all to TX3D...
My pipeline...convert all as .obj..
import into poser.., use "collect scene inventory..)
this separates the images and file to a separate dir..(important..there are thousands of images).
now I have all plants, buildings, etc as poser props..
then I can, push to Daz 3D..(why??)..both Collada and .fbx export..and...layout in daz is the absolutely the fastest in real time render with a large amount of assets..as well as exporting total materials files..norm, spec, etc..
all will no go into maya. With the Maya DTS Converter, I can set the world units..and to the final scene layaout..convert to .fbx (ascii)
so, now I have each asset as..DTS / .FBX / .DAE
The total conversion time, for me..abuot an hour per 100 objects..
This then ties into my custom conversion system.
TX Game Builder (still working on it...)
Now I can get file name, materials, textures, local and world position:
this get's uploaded to my app, it then generates to scene level code..
I also am finishing up with my TX Game Builder Web App..
I'll post a new video today.
TX Gamebuilder:
Torque script code generation system
.fbx ascii to .txscene files..
#3
I will post the second part soon..the code actually running in the TX3D engine..
www.youtube.com/watch?v=4Mynax5GCko
Comments??
02/13/2010 (7:50 pm)
Here is my latest TX Tool video??...I will post the second part soon..the code actually running in the TX3D engine..
www.youtube.com/watch?v=4Mynax5GCko
Comments??
Torque 3D Owner Henry Shilling
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