Game Development Community

Getting Started with Animations - Question

by Dave Young · in Torque Game Engine · 01/20/2006 (8:45 am) · 5 replies

Hey guys... I have looked over several resources/TDN docs/websites/threads before I come to ask this. I have tried to search, and I can't get a good answer to this. My time is short, and I would like to spend any time researching wisely.

I have the following modelling tools:

1) anim8or
2) gameSpace 1.6
3) MilkShape
4) blender

I have used all except blender to make animations in other environments.

I have seen the resource about getting new weapons ingame, I have seen the resource about getting a gS model in game, and adding new positions.

1) Of all the tools listed above, which has the quickest pipeline for getting new fully animated models ingame?
2) How can new animations be CREATED and added to the existing Ork?
3) Can the existing animations .DSQs be used on a brand new model? If so, how?

It seems like the easiest thing to do would be to create a new model and rig it with a skeleton that will work with the existing .DSQ files for the Ork, and create new .dsq files for additional animations.

Any replies, or pointers to up-to-date resources are greatly appreciated! Thanks in advance

#1
01/20/2006 (9:44 am)
To be honest im very confortable using either MilkShape or 3D Studio Max.

Tough it think in your case Milkshape or Blender would the simplest way to go.

Im very new in animations with torque Myself, but i can tell you that your idea of using the same Ork skeleton isnt a bad one, you can also buy some of the Models that are being sold in GG, and you could have more examples to base upon.

About weapon animations, remember that you can either include the animations inside the same DTS or you can also have several DSQ for each weapon animation.

The croosbow that comes with Torque, i think its in 3DS MAX 4 format, i couldn't open it with 3DS MAX 6.

Note: The milkshape exporter is easy to use and very stable, much more than any other DTS exporters i tried for other tools.
#2
01/20/2006 (10:06 am)
Thanks for the reply Jorge. I don't own Max, unfortunately, and I couldn't find a way to convert the player's .max file into any of my modelling tools.

Do you have experience with the milkshape exporter that indicates it can export usable .DSQ files?

Do you mean to say that it is possible for me to create a shape in Milkshape and use the existing Ork skeleton? It would be a great head start, certainly not having to create all the animations and blend sequences would get me up and running fast.

[Edit] I tried out the exporter and it's pretty darn cool, I know if I have it rigged the correct way I can export the .DSQ. I am going to try really hard to just make a new model though and have the bones named correctly for the EXISTING Ork animations.

Can anyone point me in the direction of a bone name list? Or better yet, export the skeleton from the player.max object into something that Milkshape can look at?
#3
01/21/2006 (2:24 pm)
OK, I have been experimenting with the DTS Exporter and also with the Shaper Tool that is in beta now. It looks like a combination of both will let me use the existing DSQ files, the real work becomes taking my custom mesh, posing it to match the player.dts root pose, and reassigning the vertexes to the bones.
#4
01/21/2006 (6:57 pm)
In my opinion, Dave:

1. Milkshape3D would be the quickest of the programs with the pipeline to a fully functioning .dts shape.

2. By using the supplied example Mr.Box file with the Plus! documentation. That file will compile into a shape that loads all the default SDK sequences of the Orc[or BlueGuy, or GreenTutorial guy]. You must use that particular DTS file's skeletal rig onward now as the default[the default player.dts won't load any 'new' ms3d.dsq files correctly], and then use the Milkshape3D file that created it, to begin new animations; which[if careful use of the .cfg file is exercised] will load into the 'new' default player. I hope that doesn't sound confusing. Make sure the Root node isn't exported into any .DSQ file, or _mainTree, or _meshes nodes as well.

3. Yes, see #2 above, and.... rig your new geometry/mesh to the existing skeletal rig...not easy but it can be done.

I also own gameSpace and while it does some things that ms3d doesn't, it won't easily create anything the orc could use in the way of .DSQ file...or create any .DTS to load the sequences correctly. Not sure about Blender or this Shaper program...good luck.
#5
01/23/2006 (6:34 am)
Thanks Rex, I'm starting to get the hang of it through Milkshape, the exporter documentation answers a lot of questions. I don't have advanced modelling skills, just the basics, so the availability of the exporter is really sweet.

BTW, Shaper is a program that someone posted as a resource. It's in BETA, but it loads in .DST and .DSQ files and exports them as well. Not a lot of editing features in it yet, but it lets you check things out and you could do some of the basics like editing the existing DSQ animations or adding to them, which can make it a pretty cool part of the pipeline. You can also export Milkshape ASCII files, which is also pretty neat.