Milkshape3D
by Rex · in Collada Test · 01/07/2009 (5:50 am) · 3 replies
And at the 'bottomEnd' of things...we have Milkshape3D. Collada support is in it's infancy, Mesh/Materials are exported....but skeletal hierarchies are not possible at this time. However; with the new Collada Loader....you could insert your own skeleton....so....yet another 'flavorFlav'.
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
#2
Have you looked at the PDF on the Loader? You can assemble a 'rigid' primitive KORK...and load the 'KORK' skeletal data on the fly....! I understand any variable weighting would not work on the fly...yet, lol. But it is possible to assemble things from many different sources....and add nodes as you wish, if I'm reading the pdf correctly, Great Document Chris!!! or whomever wrote it up.
...I could actually construct a 'rigid' KORK mesh...and this would probably work quite well. Heck, the first TGE 'demoGuy'...is a 'rigid' example of a character and I could provide that for evaluation as well, gang! Just let me know what 'flavor' you want, we got's a lot more than just 31 in Vat#17....he-he-he!
01/07/2009 (7:12 am)
Quote:No, the Mesh has to have weighting information for a dsq or dae skeleton to bind to. You can just throw any mesh in and say use this skeleton....? The TribesII character avatars, were all 'rigid' mesh objects...as was 'demoGuy' from TGE 1.01. I think...namingConvention of the mesh allows for the dsq bind?? subMesh:: object, perhaps??
Have you looked at the PDF on the Loader? You can assemble a 'rigid' primitive KORK...and load the 'KORK' skeletal data on the fly....! I understand any variable weighting would not work on the fly...yet, lol. But it is possible to assemble things from many different sources....and add nodes as you wish, if I'm reading the pdf correctly, Great Document Chris!!! or whomever wrote it up.
...I could actually construct a 'rigid' KORK mesh...and this would probably work quite well. Heck, the first TGE 'demoGuy'...is a 'rigid' example of a character and I could provide that for evaluation as well, gang! Just let me know what 'flavor' you want, we got's a lot more than just 31 in Vat#17....he-he-he!
#3
Note that this is in no way related to Collada. TSShapeConstructor operates on 3space shapes in memory, which could have been loaded from a DTS or DAE (makes no difference, it is just a source of 3space data).
01/07/2009 (11:03 am)
You are both correct in a way. Skinned meshes need to have bone weights, but a rigid-mesh character skeleton could be created using the addNode/setObjectNode methods now available to TSShapeConstructor.Note that this is in no way related to Collada. TSShapeConstructor operates on 3space shapes in memory, which could have been loaded from a DTS or DAE (makes no difference, it is just a source of 3space data).
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