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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
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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!

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

Submit ResourceSubmit your own resources!

Nick Eaket   (Sep 11, 2007 at 03:40 GMT)
Sweet thanks, for the blender model and updating the exporter. Now I just need to learn how to finish my own character... and attach it.

Gustavo Munoz   (Sep 11, 2007 at 06:57 GMT)
Very usefull, thank you a lot Joseph ;)

Vashner   (Sep 11, 2007 at 07:57 GMT)
Thanks ya'll!

Clint Herron   (Sep 11, 2007 at 17:23 GMT)   Resource Rating: 5
Fantastic, thanks!!!

Todd "zaz" Koeckeritz   (Sep 11, 2007 at 19:00 GMT)
Good work Joe! This might prove very useful.

David Montgomery-Blake   (Sep 12, 2007 at 00:44 GMT)
Totally sweet as always!

Robert Rice   (Sep 13, 2007 at 22:54 GMT)
Am I the only one that cannot download v 0.951 of the Exporter? The link for the download takes me to an empty page, and it shows the total number of downloads for the file to be zero.

Joseph Greenawalt   (Sep 13, 2007 at 23:13 GMT)
@Robert:

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
AWESOME. Thanks. Saves everyone a lot of work, and puts blender on the map (finally). Thanks.

Duncan Gray   (Sep 19, 2007 at 02:08 GMT)   Resource Rating: 5
Wow Joseph... did you fix it in the exporter or did you find a way to make Blender bones orientate like they do in Max?

Joseph Greenawalt   (Sep 19, 2007 at 02:10 GMT)
@Duncan:

Both :-)

Joseph Greenawalt   (Sep 21, 2007 at 01:55 GMT)
Here are some instructions and scripts to help out with adapting existing meshes to the armature's default pose:

www.garagegames.com/mg/forums/result.thread.php?qt=67466

Daniel Buckmaster   (Oct 27, 2007 at 08:52 GMT)
Awesome resource! One of the major hurdles about using Blender with Torque is that you have to make your own character to do things like custom animations - this way, we can just make the animations and use Kork and Blue Guy. And the new Orange Guy, of course ;).
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
Thx Joseph , you are my savior ! cheer [^_^]

Daniel Hopkins   (Nov 23, 2007 at 00:10 GMT)
Howdy!

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: Is this your problem? www.garagegames.com/mg/forums/result.thread.php?qt=67386

Daniel Hopkins   (Nov 23, 2007 at 22:38 GMT)
@Jason: Yep, thats it!

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
Vary nice, big help.

Fyreus Maccoy   (May 13, 2008 at 06:51 GMT)
5 and good for learning experience (still learning any and everything i can about blender and torque relations)

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