Blended animations
by Ivan Mandzhukov · in Artist Corner · 11/16/2007 (12:22 pm) · 5 replies
Can someone give me a link to a something like tutorial how to build the structure of the model with the bones. i am talking about blended animations. the information in the GarageGaragems' tutorials and the information about this topic on TDN are insufficiant. It's now explained how to build a working model with blended animation. i will appreciate any help,
regards
regards
#2
11/17/2007 (3:56 am)
Unfortunatelly it is not explained the scheme how many boned i have to use. what names i have to give them. what hierarchy i have to do. shall i link the Bip01(the parent of all Bip nodes) to start01, shall i link the player character somewhere? what i have to export : the player character i an DTS file and then delete iit and export the Biped boned in separate files for each animation? where are lots of unanswered question and just assume that i have done everything fine except just one i am wondereign how to do and i will loose may be months to solve it. But at this point the questions aren't just one - there are many and there isn't on the site and explanation how to build a working character which is using blend animations.
#3
I think the documents around give a very good explanation of how blends do/suppose to work...the original Animation and the ShowTool section of the documents do a great job of explaning how with a green alien looking playerAvatar.
I've made blends using only one bone/node, I've made them with many....again what have you actually tried on your own time, eh?
From the remainder of your posting...you seem to be complaining about something....yes, you will lose many months at this....are you telling me you could gain nothing from my guide I produced??? I think it explains it all very well... You use the same skeleton as the rig you want the blend to run...make a new animation...set that sequence up as a blend and export...done.
Read This
then,
This This explains it very well....
then,
still more on the subject
I went ahead and linked some guides as you ask....it didn't take me long at all to find this information, just so those out there don't think me an ogre or 'troll' I went ahead and explained the process and gave links....HAHAHA.
good luck: not sure if you will be able to link to these 'tuts'...not being a license holder of the engine software, and merely MODing the demoSDK.
11/17/2007 (7:20 am)
Well.....you have yet to describe your modelling program, haven't described exactly what you want in a blend, seem to want everything explained at once; very quickly. I check your profile and you are not a license holder for the software....you don't describe any of your attempts at producing the files...only what we can do for you...lol.I think the documents around give a very good explanation of how blends do/suppose to work...the original Animation and the ShowTool section of the documents do a great job of explaning how with a green alien looking playerAvatar.
I've made blends using only one bone/node, I've made them with many....again what have you actually tried on your own time, eh?
From the remainder of your posting...you seem to be complaining about something....yes, you will lose many months at this....are you telling me you could gain nothing from my guide I produced??? I think it explains it all very well... You use the same skeleton as the rig you want the blend to run...make a new animation...set that sequence up as a blend and export...done.
Read This
then,
This This explains it very well....
then,
still more on the subject
I went ahead and linked some guides as you ask....it didn't take me long at all to find this information, just so those out there don't think me an ogre or 'troll' I went ahead and explained the process and gave links....HAHAHA.
good luck: not sure if you will be able to link to these 'tuts'...not being a license holder of the engine software, and merely MODing the demoSDK.
#4
By the way i have done it this way. please correct me if i made something wrong :
1. i adjust the Bip sceletton in my bodymesh.
2.Apply "Skin" modifier to bodymesh.
3.make the mymaxscene.cfg file correctly(i supose so).
4.call torque exporter and apply "Quick Setup" to bodymesh.
5.go to schematic View and link "bounds" to "Bip01" (the base of sceletton).
6. then link "Bip01" to "start01". now may be you will tell me that here i do wrong and probably you are right, but to the moment i link Bip01 to anyother part or just leave it unlinkd to anything i get export error , so i just have made it working linking Bip01 to start01.
7.go to the exporter and export my player.dts file.
8. when i load it in showtool i get two objects of my bodymesh in the list below . and it is obvious that there are two objects when i play the first done dsq animation in showtool.
So please pay attention to what i have made and tell me if you do something different so i can find out where is the mistake.
11/17/2007 (12:04 pm)
I am sorry but i have to disappoint you. I am not a comercial TGEA owner but i am an Indie (paid $295). I read these three links you gave me long time ago (before you writed this post above). The explanations in them a re just theoritical, but not just clear about how to do it. By the way i've just succeeded to make the hero but in ShowTool i get two bodymeshes instead of just one when i load my player.DTS file. Having in mind that you already have made it working could you tell me why i have two "bodymesh" objects in the DTS file?By the way i have done it this way. please correct me if i made something wrong :
1. i adjust the Bip sceletton in my bodymesh.
2.Apply "Skin" modifier to bodymesh.
3.make the mymaxscene.cfg file correctly(i supose so).
4.call torque exporter and apply "Quick Setup" to bodymesh.
5.go to schematic View and link "bounds" to "Bip01" (the base of sceletton).
6. then link "Bip01" to "start01". now may be you will tell me that here i do wrong and probably you are right, but to the moment i link Bip01 to anyother part or just leave it unlinkd to anything i get export error , so i just have made it working linking Bip01 to start01.
7.go to the exporter and export my player.dts file.
8. when i load it in showtool i get two objects of my bodymesh in the list below . and it is obvious that there are two objects when i play the first done dsq animation in showtool.
So please pay attention to what i have made and tell me if you do something different so i can find out where is the mistake.
#5
11/20/2007 (9:12 am)
I finally did the character export successfully and it works in TGEA. For the other max users i think this tutorial torque.smdlabs.com/3dsmaxAnimationSetup.htm is the most useful tutorial that explains exactly what you want to hear. It answers the sooo heavy problem with the schematic view, how many nodes you need , where to link them to , etc. the other resources here in the site are very useful too , but they are just theoritucal, but to a step-by-step tutorials how to export a character successfully , except that one with the blueguy(on TDN) with animations exported within the DTS file.
Torque Owner Rex
BrokeAss Games
...and there are other guides at the site as well....not for the feint of heart. Enjoy.