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The baseHuman Project

The baseHuman Project
Name:Rex
Date Posted:Jan 04, 2007
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Blog post


Happy New Year!

After having gotten my rig protoTyped well enough and discovering that I can rearrange my structure at will and manage to keep some animation saved, I am unveiling my latest Project: baseHuman.


The baseHuman Project is the Heavy Industries version of a biped animation puppet. It will be a normal humanSized physique, unlike the KORK playerAvatar. I intend to include many logically positioned and rotated Nodes for mounting of images and objects inside the Torque Game Engine. I will be using the default namingConvention utilized by the SDK for Nodes and Skeleton, and will base the animations to be generated upon the standard TGE playerAvatar .DSQ sequences.

Here, in the snapshot[I hope], you'll see that work has begun in fragMOTION on the Project. This is close to what the 'Kork' physique's Root sequence would look like, if you put a 'human' into the 'Root' pose. The M16-A weaponImage is compliments of NetGeos, with some Heavy Industries voodoo[werk!] to get it to become a true mountable DTS shape. At present, the Image of the M16-A is actually a cached Image, much like a ShapeBaseImage object; it's not really in the fragMOTION Scene[and will not export as an object]. My mount0 Node has a fragMO 'attachment' object linked to it. With this attachment object, comes a few parameters you can specifiy. CharacterFile is the path to the file. Also, somewhat like ShowToolPro, you can specify an Animation sequence name and render any frame you like! Origin specifies which Node in the Image object you would like to use for the mounting transform....very nice, indeed.

...more to follow, as it developes!

Recent Blog Posts
List:07/01/08 - Hey Ho....Let's GO!
03/19/08 - Vehicles: WheeledVehicle: introducing, "The uniFrame"!
01/04/07 - The baseHuman Project
12/30/06 - Adventures in fragMOTION: Merging & protoTyping the baseHuman
11/17/06 - Got Market Base? you should...
09/28/06 - Adventures in fragMOTION
06/10/06 - Milkshape3d: Vertex Weighting: Possible!
06/09/06 - IK Groupings, Nodes, & the Magik of Exporters

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Don Hogan   (Jan 04, 2007 at 02:16 GMT)
Hmmmm! Interesting stuff - glad to see you're making steady headway. Thanks for keeping the community updated!

Aaron e   (Jan 04, 2007 at 13:45 GMT)
It's looking very nice, Rex. Keep up the good work.

Johnny Hill   (Jan 05, 2007 at 01:59 GMT)
Yes, Rex I for one would like a unified skeleton system to base characters around. Kork current bones are just too uh not human enough heh. :) But I havent given up yet on him.

Rex   (Jan 05, 2007 at 04:37 GMT)
That figure[Kork] is pretty much the MediumHumanArmor datablock from TribesII. It is not even close to human sized.

Jason Burch   (Jan 09, 2007 at 20:04 GMT)
This will be great!
Can't wait to see it when it's done.

Francisco Canedo   (Jan 26, 2007 at 00:54 GMT)
what happend with fragmotion site ???? is down. :-( http://www.fragmosoft.com/

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