by date
How to properly torture your Orc!
How to properly torture your Orc!
| Name: | Jeremy Alessi | ![]() |
|---|---|---|
| Date Posted: | Jun 06, 2006 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Jeremy Alessi |
Blog post

Now perhaps it's just me but programming dynamic mesh deformation in Torque seems to be a lot more complex than it should be. In this screen you can see that obviously some monster has grabbed my Orc's hand twisted it backwards and made the poor guy step on it for good measure. I'm sure if we could see his face he'd be crying and have a fat lip. Oh wait a minute no ... no ... that's me crying with a fat lip! Afterall there's no cry animation for the Orc ... so he wouldn't be capable of such a feat!
I'm not sure if this counts as progress or not. On one hand I am twisting the Orc's arm dynamically, but on the other hand ... yeah ok didn't think I needed to explain. Anyone who's got the inside scoop on some dynamic mesh deformation that works with Torque I could use your help!
OK, rant done!
Recent Blog Posts
| List: | 10/20/08 - The iPhone Playing Field 08/26/08 - Games Demystified: Portal 03/27/08 - Games Demystified, Super Mario Galaxy 03/10/08 - Statue of Liberty Size Up 03/10/08 - Big Weekend, Low Spec PC Port Coming 03/06/08 - Full Contact Debate Mac Build is Up ... 03/04/08 - Full Contact Debate Mac Port 02/29/08 - The Polls... |
|---|
Submit your own resources!| Brian Richardson (Jun 06, 2006 at 22:16 GMT) |
Sorry this is so vague and dim, I've done this type of thing a while ago and don't remember the details. I'll try to post more tonight, if I don't, ping me and I'll respond with some code snippets or something.
| James Urquhart (Jun 06, 2006 at 22:23 GMT) |
From what i recall, there should be a set of matrices calculated for each of the nodes in the shape, calculated each frame (from the root pose and the sequence keyframes in the dts). For skinned meshes, there is an additional matrix per node which supposedly transforms the vertices into node space (NOTE: for some reason this is unneccesarily duplicated per skinned mesh, rather than being global).
Y'know, i seem to remember there was that resource which added morph targets to the DTS format - perhaps that will be of use to you?
| Jameson Bennett (Jun 06, 2006 at 23:15 GMT) |
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&q...
Are you trying to deform using verts or the nodes(bones)?
| Jeremy Alessi (Jun 06, 2006 at 23:48 GMT) |
What I'm trying to do is control the bones (thinking the mesh would move with them properly). In my past experience it has just been a matter of grabbing the bone out of the model and manipulating it. Not that it's totally different in Torque but of course the animation system is somehow getting in the way ... I think.
| Jeremy Alessi (Jun 07, 2006 at 00:34 GMT) |
| Pisal Setthawong (Jun 07, 2006 at 06:26 GMT) |
You must be a member and be logged in to either append comments or rate this resource.



Not Rated


