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Building a Mech

by Seth Gibbs · in Artist Corner · 05/29/2011 (10:31 am) · 8 replies

I am new to torque; I do know Maya and 3ds Max.
I am the modeler for a futuristic multiplayer video game; it's a giant mech war game.
I have to make mechs; they want the mechs to be able to have separateable parts that can come off in battle.
How should I design the models? Should I build the parts (such as arms and forarms) as separate parts or combine them together? I know that the armor will have to be built separately, but how would I do the internal skeleton (I mean like actual internal skeleton - not a rigging skeleton for this part)
Also, what process should I do for rigging - should I build the bones in Maya & 3ds Max?

Thank you.

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  • Naming the Joints

  • #1
    05/29/2011 (2:43 pm)
    The rigging has to be done in your modeling program, Max or Maya.

    For the visual skeleton: Max/Maya should be able to rig individual objects together. For example, the armor can consist of different objects, that can fall apart.

    You can then use physical simulation to let them fall away or pre-animate that process(which is maybe suitable for rts with no close-ups).

    There are several options for the physics simulation, actually easy to use and artist friendly: Look here, here and for more scripting detail here.

    It's basically about naming and hierarchy.
    #2
    05/29/2011 (4:21 pm)
    Thank you.
    #3
    05/30/2011 (7:16 pm)
    What is the naming process?

    Also, the first two hyperlinks were restricted to me.
    #4
    05/30/2011 (8:23 pm)
    I'm not sure if there is a reason that those two posts can't be posted in a public forum. The two posts are by Joe Espinoza and directly relate to the naming conventions and heiarchy of destructable physics shapes for use in T3D. I added a request that perhaps we can get the threads moved to a more public area.
    #5
    05/30/2011 (9:51 pm)
    Here is the documentation about the plug-in for Max. It also has the hierarchy and naming conventions.
    If the physx page doesn't turn up when following the link, you will find it under Artist Guide/Max Physx Guide.

    I didn't realize that those posts where in the private forums, which is only accessible when you buy a Torque3D license.
    #6
    06/08/2011 (7:40 pm)
    If you're new to torque, I would start out simple. Use simple shapes like boxes and cylinders to build the internal skeleton. I would suggest making a custom skeleton with IK chains. Weapons should be built seperate, so they can be used on other mechs. These weapons can be mounted to the mech via nodes in 3ds Max. If you have any further details on what is required, then we can help you more.
    #7
    06/09/2011 (6:20 pm)
    Thank you.
    I have the skeleton rigged (IK chains, of course).
    What do you mean by nodes?
    Again, thanks.
    #8
    06/10/2011 (11:22 am)
    i226.photobucket.com/albums/dd48/stacalkas/BotWire2.jpg
    i226.photobucket.com/albums/dd48/stacalkas/BotFaceTex.jpg
    i226.photobucket.com/albums/dd48/stacalkas/MechSchmatic.jpg
    Check through the documention as well.