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The baseHuman Project
The baseHuman Project
| Name: | Rex | ![]() |
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| Date Posted: | Jan 04, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Rex |
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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Submit your own resources!| Don Hogan (Jan 04, 2007 at 02:16 GMT) |
| Aaron e (Jan 04, 2007 at 13:45 GMT) |
| Johnny Hill (Jan 05, 2007 at 01:59 GMT) |
| Rex (Jan 05, 2007 at 04:37 GMT) |
| Jason Burch (Jan 09, 2007 at 20:04 GMT) |
Can't wait to see it when it's done.
| Francisco Canedo (Jan 26, 2007 at 00:54 GMT) |
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