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Blender Orange Guy Now available
Blender Orange Guy Now available
| Name: | Joseph Greenawalt | ![]() |
|---|---|---|
| Date Posted: | Sep 11, 2007 | |
| Rating: | 4.9 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Joseph Greenawalt |
Blog post
OrangeGuy1.zip
The Blender Orange guy is compatible with the default orc and blueguy skeletons, and should also work with any dsq files that are compatible with the default skeleton. However, I can make no guarantee that products such as Torque Motion are compatible with the Blender Orange Guy since I have not personally tested them (In other words, don't blame me if they don't work :).
This model requires the latest point release of the Blender exporter (currently 0.951), which is available here: www.garagegames.com/mg/forums/result.thread.php?qt=63491
The Orange Guy is based on Joe Maruschak's original Blue Guy Model, and is distributed with his permission.
The Orange Guy in his native habitat:

In TSTPro, running the Orc forward animation:

Due to a limitation in Blender's armature system (y-axis of bones always points down their length), the Orange Guy file contains two armatures. One armature serves as the control rig:

The other armature (in layer 2) is used for the actual export:

(ugly, ain't it?)
The control rig drives the export armature via a series of constraints, allowing you to create new animations in blender that should be compatible with the Orc skeleton. The control rig also contains some hidden bones in bone layer 16 that are used as constraint targets for the export rig.
Enjoy!
The Blender Orange guy is compatible with the default orc and blueguy skeletons, and should also work with any dsq files that are compatible with the default skeleton. However, I can make no guarantee that products such as Torque Motion are compatible with the Blender Orange Guy since I have not personally tested them (In other words, don't blame me if they don't work :).
This model requires the latest point release of the Blender exporter (currently 0.951), which is available here: www.garagegames.com/mg/forums/result.thread.php?qt=63491
The Orange Guy is based on Joe Maruschak's original Blue Guy Model, and is distributed with his permission.
The Orange Guy in his native habitat:

In TSTPro, running the Orc forward animation:

Due to a limitation in Blender's armature system (y-axis of bones always points down their length), the Orange Guy file contains two armatures. One armature serves as the control rig:

The other armature (in layer 2) is used for the actual export:

(ugly, ain't it?)
The control rig drives the export armature via a series of constraints, allowing you to create new animations in blender that should be compatible with the Orc skeleton. The control rig also contains some hidden bones in bone layer 16 that are used as constraint targets for the export rig.
Enjoy!
Recent Blog Posts
| List: | 04/10/08 - Blender DTS Exporter 0.96 Released 09/11/07 - Blender Orange Guy Now available 08/10/07 - Blender DTS Exporter 0.95 Released 02/04/07 - Blender DTS Exporter 0.94 Released 12/26/06 - Blender DTS Exporter 0.93 Released 11/25/06 - Blender DTS Exporter version 0.92 released 02/15/06 - Blender Exporter User interface Overview, more to come. 05/21/05 - Plan for Joseph Greenawalt |
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Submit your own resources!| Nick Eaket (Sep 11, 2007 at 03:40 GMT) |
| Gustavo Munoz (Sep 11, 2007 at 06:57 GMT) |
| Vashner (Sep 11, 2007 at 07:57 GMT) |
| Clint Herron (Sep 11, 2007 at 17:23 GMT) Resource Rating: 5 |
| Todd "zaz" Koeckeritz (Sep 11, 2007 at 19:00 GMT) |
| David Montgomery-Blake (Sep 12, 2007 at 00:44 GMT) |
| Robert Rice (Sep 13, 2007 at 22:54 GMT) |
| Joseph Greenawalt (Sep 13, 2007 at 23:13 GMT) |
The download link for version 0.95 on the project site is broken due to a problem with the release system on the Blender project site(s). I've sent a couple of emails to the Blender Foundation folks, so I can only assume that they are aware of the problem and will eventually get it fixed.
In the meantime, you can get the latest point releases in this thread:
www.garagegames.com/mg/forums/result.thread.php?qt=63491
To export the Blender Orange Guy you'll need 0.951. Here's a direct link:
DTSExporter_0951.zip
Edited on Sep 13, 2007 23:14 GMT
| Jason Howard (Sep 18, 2007 at 22:05 GMT) Resource Rating: 5 |
| Duncan Gray (Sep 19, 2007 at 02:08 GMT) Resource Rating: 5 |
| Joseph Greenawalt (Sep 19, 2007 at 02:10 GMT) |
Both :-)
| Joseph Greenawalt (Sep 21, 2007 at 01:55 GMT) |
www.garagegames.com/mg/forums/result.thread.php?qt=67466
| Daniel Buckmaster (Oct 27, 2007 at 08:52 GMT) |
Now, just have to figure out how to make those animations :P...
Edited on Oct 27, 2007 08:59 GMT
| Sisada Ransibrahmanakul (Nov 02, 2007 at 21:18 GMT) Resource Rating: 5 |
| Daniel Hopkins (Nov 23, 2007 at 00:10 GMT) |
I have Blender 2.44, Python 2.5, and the latest .dts exporter for Blender. I opened the .blend file and exported the model via File->export->torque shape(.dts). When I load the model into Torque, it ends up looking like a two year old version of Mr. Potatoe Head--i.e. his head is on the ground and his legs are twisted, etc..
Can someone help me PLEASE :(
P.S.
GREAT resource! Will save me LOADS of time!
| Jason Howard (Nov 23, 2007 at 00:22 GMT) Resource Rating: 5 |
| Daniel Hopkins (Nov 23, 2007 at 22:38 GMT) |
Thanks for the link! I looked through it and found that I didn't actually have the latest exporter--I didn't have those two lines of code that lookup the node order text (I must have hit the wrong link when downloading ;). I'll give it a shot with the new one.
Thanks again!
| James McGhee (Mar 08, 2008 at 15:59 GMT) Resource Rating: 5 |
| Fyreus Maccoy (May 13, 2008 at 06:51 GMT) |
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4.9 out of 5


