Sprite Works 2 - Capabilities
by Ron Barbosa · in General Discussion · 04/16/2010 (7:59 am) · 5 replies
Hey all...I'm curious about the capabilities of Sprite Works 2.
I have a DTS model of a soldier with animations. The soldier includes animations for firing a weapon (and even includes sample weapon meshes).
From looking at the description for Sprite Works, I'm not sure if it will allow me to import my model including the weapon so that I can generate the sprite sheet of the model carrying the weapon.
It seems to only allow you to generate a sprite sheet of the core model (not a model carrying "attachments").
Do I need to have the weapon "baked in" to the model before exporting the sprite sheet?
Can anyone advise as to whether or not this is the case?
Is there a better tool or technique to get a sprite sheet with this "feature?"
I should probably note that I own TGE/TGEA/T3D so if there's some way I can use those engines to facilitate this process, that would be an option as well.
Thanks for any tips/help!
--RB
I have a DTS model of a soldier with animations. The soldier includes animations for firing a weapon (and even includes sample weapon meshes).
From looking at the description for Sprite Works, I'm not sure if it will allow me to import my model including the weapon so that I can generate the sprite sheet of the model carrying the weapon.
It seems to only allow you to generate a sprite sheet of the core model (not a model carrying "attachments").
Do I need to have the weapon "baked in" to the model before exporting the sprite sheet?
Can anyone advise as to whether or not this is the case?
Is there a better tool or technique to get a sprite sheet with this "feature?"
I should probably note that I own TGE/TGEA/T3D so if there's some way I can use those engines to facilitate this process, that would be an option as well.
Thanks for any tips/help!
--RB
#2
I created a folder in the root of my drive called "SWModels" and put my assets in there. It works fine from there.
Lame...
--RB
04/16/2010 (5:43 pm)
Without any actual error messaging, I figured out the problem. The default installation path is too deep. The length of the path string is too long, and SW2 chokes.I created a folder in the root of my drive called "SWModels" and put my assets in there. It works fine from there.
Lame...
--RB
#3
I'm having similar problems with this app, so I've sent you an email hoping you can help me!!
Matt
06/07/2010 (11:42 am)
Hi RonI'm having similar problems with this app, so I've sent you an email hoping you can help me!!
Matt
#4
11/11/2011 (4:16 pm)
if you want to see if your animations work. back up the animantion dqs that comes with the program, it has to be in a folder somwhere in there, then rename your dqs the same name as the one you took out and backed up. should work with your dts file then.because the animation will match the nodes points in your dts. where as the dqs that ships probably dosent have as many bone joint nodes.
#5
11/12/2011 (3:00 pm)
I can probably name 100 other apps that fail badly due to path lengths including t3d unless thats been resolved since 1.1beta something
Torque Owner Ron Barbosa
Disposable Fun
It only works with DTS assets that have the animations baked in. Even though the software claims to support .dsq files, loading them yields an empty animation list and no way to generate a useful sprite sheet from the tool.
So far $50 pissed away.
Anyone have any clue why this doesn't seem to behave.
Logged a bug. Not expecting to hear from John K. on this one. Not a very responsive fellow.
--RB