Game Development Community

Torque Rigging/Animation

by George Ison · in Artist Corner · 05/12/2011 (11:33 am) · 7 replies

Hey folks,

Im hoping someone can clarify things for me. I have seen several different things on this subject and I just need an honest answer if possible.

I working to learn some of the modeling techniques in Torque and Im at the point now where Im trying to understand what Torque requires for joints and animations.

Are there any specific labeling that is required? I use MilkShape with the DTS Plus exporter. Any help on what joints and labeling must be available in the model would be greatly appreciated!

Thanks.

About the author

Love to engineer and develop just about anything. Our primary focus though is that of computer games and software tools.


#1
05/12/2011 (1:38 pm)
check TDN their is a document located on that database that covers what you are looking for. the naming conventions have not changed since TGE
#2
05/13/2011 (5:41 am)
Open the Shape Editor in T3D and there is a 'hint' listing of what nodes need to be in shapes for the particular object selected. For example; I left the Player object and selected it, opened the Shape Editor and was presented with this:

www.brokeassgames.com/images/imagesRex/HintsTab0.png
Notice the list under Hints. There is a Node listing, with a green check for the node's presence and a red x for not. Under that is a Sequence listing with all of the default sequences for the Player object. It's very helpful for just what you ask...;)

Cheers!
#3
05/13/2011 (11:42 am)
Guys,

thanks for your replies. Rex i cant see the image, but that information was extremely helpful!! I dont use T3D yet, I have it but its much harder to develop in on my equipment so I still use the older versions but Im finding a new found use for this shape tool now. Awesome thanks.
#4
05/13/2011 (2:57 pm)
Whoops....heh-heh[mea culpa]...too much Torque Scripting lately..LOL, I 'tagged' the file...which made it noWerky in HTML...should now see the UI I was looking at.

Even if not developing with the codeBase...installing your T3D Professional SDK will give you the BEST DTS shape reader/editor out there! Chris R. has done wonders, giving us artists some 'coding chops' to work with....

STP is great for the engine it's built upon and reads shape data not available in the T3D build, and vice verse for the Shape Editor...so having both is a plus, ;).

Let us know if you need any more help with DTS/DSQ files!
#5
05/13/2011 (10:00 pm)
lol I hear ya! Thanks man for lending me your time and knowledge, very much appreciated. I'm really very newbish to Torque to be honest, I have went through some scripting, built some things blah blah blah and now Im just trying to get a feel for the artsy side of things, hehehe Im one of those Jack of all trades, master of none guys.

I may have some other questions for you about what your company can do for me artwise though. If I could get an email or something so we could discuss some things, I may need some paid services if they are available.

Thanks
#6
05/14/2011 (4:27 am)
At BrokeAssGames, we work in all sorts of 3D graphic projects. Just send an email to info@ or sales@ brokeassgames or visit our site, [http://www.brokeassgames.com/Community/index.php?PHPSESSID=275dc474386f343a29ddeca8014ea736;www].
#7
06/02/2011 (10:23 am)
Quote:Just send an email to infor@

oh hai Rex,

Its "info@".