Game Development Community

T3D needs art documentation

by Sean H. · in Torque 3D Professional · 10/19/2010 (5:41 am) · 6 replies

The new T3D docs are great, may we have some more?

We need documentation for exporting and importing art into T3D. in particular, an explanation of all supported special node names, blend animations, animation triggers, and collision meshes would be very helpful.

A separate art themed doc would be great. integrating this information into the current documentation would be even better.

#1
10/19/2010 (5:57 am)
We were thinking about making a good video series covering all the steps for Maya using the default DAE_FBX. We have learned quite a few little tips and tricks.
#2
10/19/2010 (3:09 pm)
The node names should be easy to write up, since the Shape Editor already lists those. Just need to get them to a written format. I'll look to see if there is any new DTS documentation that might aid that.

The rest I'll talk to Chris Robertson about, since he is the most knowledgeable of our art pipeline. Outside of that, I'll need the help of artists to get the rest of the docs since I have neither the tools nor the knowledge. I'll start e-mailing today.
#3
10/19/2010 (3:17 pm)
I'm working on the animation triggers and blend animation issues in Collada now, actually. When I get them figured out (assuming Collada actually supports them), I will create a forum post explaining it.

So are you working with DTS or Collada?
#4
10/19/2010 (7:05 pm)
For when Chris gets here..
@Chris, I know you have the shape editor handling alot of this dae convolution but think about the possibility of adding this in to the loader;

- if a max dummy contains user defined properties(Opencollada) for these missing features for dae export, then not only would it solve the problems but it would also be simple for people to add the information by hand, aka: non max users.

<node XYZ><user_properties>info; here; blah;</user_properties></node XYZ>


I could even create a max gui to help this information be recorded correctly to a dummy node or newly scriptedPlugin-node-type.

I am open to a chat about it if you see it as viable.

#5
10/19/2010 (8:23 pm)
Yes, please. Flame me for this, please, i dont mind, but... can a more obvious source MAX be provided to give to artists to use as a basis for creating their own guy-what-uses-stock-torque-player-anims? and just more in general on how to get a rigged and animated dude into Torque 3D would be much, much appriciated.
#6
10/20/2010 (5:16 am)
@Sean: With the [url=http://docs.torquepowered.com/torque-3d/official/content/documentation/Artist%20Guide/Primer/torque_art_primer.html]Art Primer[/quote] doc I tried to describe concepts in general (ie. not specific to any one modeling app) then link to specific guides where available. Is it the concept descriptions that need more information, or export details for a specific modeling app (eg. Max, Maya, Blender etc)?

I'm familiar with everything on the Torque side (ie. DTS/COLLADA import and the Shape Editor), but have only used Houdini and Milkshape3D for DTS export. I need input from proper artists for other apps to know what is possible and how it is done. Ideally there would be links to Max/Maya/XSI/Blender/whatever specific guides for each concept.

The added complication with COLLADA is that Torque-specific features are either not part of the spec (imposters, blends, triggers etc) or are not exported correctly or at all (animation_clips).

I think eb's suggestion of user properties is a good one - in fact they are already used for imposter settings. For other features that are not exporting cleaning, it is just a matter of figuring out what information is needed and how best to specify it for export, ideally taking advantage of whatever is natively supported in the modeling app of choice.

XSI for example does support and export COLLADA animation_clips, so there is no need for dummy 'sequence' nodes in that case.