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Plan for Jeff Gran
Plan for Jeff Gran
| Name: | Jeff Gran | ![]() |
|---|---|---|
| Date Posted: | Nov 03, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeff Gran |
Blog post
Torque Skeleton Generator update
I just released a 2 new versions of the Torque Skeleton Generator script.
The MEL version is now fully up-to-date with the Max version, including the super-nifty (IMHO) Prop Control generator.
The Max version just added the hands to the "reset rig" because I had forgotten to do it before.
See the resource page for details.
This is exciting for me because now I'm on to the last step of the first phase. Today I begin writing the animation exporter/importer, so that all the Torque Skeleton animations will be available for transfer from any program to any program. This will facilitate the ability for content packs to be released with native (actual keyframe) animations in multiple applications. To my knowlege, this has never been done before. Basically, it's like CS Biped, but not as robust (yet), but for multiple applications.
And on that note, I'll also mention here that the alpha version of Blender 2.4 is looking VERY promising. It fixes most of the issues with the animation system that were preventing a TSG port before. (... just checked the Blender site and the alpha 2 build was just released today! gotta check that out...)
Oh, and for anyone wondering about 3D Language, it is coming along swimmingly, and although we didn't hit the Nov. 1 deadline, we are extremely close, just fixing the last remaining bugs, and will begin a final round of testing in the next week or so.
Thanks for reading.
The MEL version is now fully up-to-date with the Max version, including the super-nifty (IMHO) Prop Control generator.
The Max version just added the hands to the "reset rig" because I had forgotten to do it before.
See the resource page for details.
This is exciting for me because now I'm on to the last step of the first phase. Today I begin writing the animation exporter/importer, so that all the Torque Skeleton animations will be available for transfer from any program to any program. This will facilitate the ability for content packs to be released with native (actual keyframe) animations in multiple applications. To my knowlege, this has never been done before. Basically, it's like CS Biped, but not as robust (yet), but for multiple applications.
And on that note, I'll also mention here that the alpha version of Blender 2.4 is looking VERY promising. It fixes most of the issues with the animation system that were preventing a TSG port before. (... just checked the Blender site and the alpha 2 build was just released today! gotta check that out...)
Oh, and for anyone wondering about 3D Language, it is coming along swimmingly, and although we didn't hit the Nov. 1 deadline, we are extremely close, just fixing the last remaining bugs, and will begin a final round of testing in the next week or so.
Thanks for reading.
Recent Blog Posts
| List: | 01/01/06 - 3D Language:Spain available for purchase 11/12/05 - Plan for Jeff Gran 11/03/05 - Plan for Jeff Gran 09/04/05 - Plan for Jeff Gran 08/15/05 - Plan for Jeff Gran 07/25/05 - Plan for Jeff Gran 07/17/05 - Plan for Jeff Gran 04/30/05 - Plan for Jeff Gran |
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Submit your own resources!| Danny Ngan (Nov 03, 2005 at 19:09 GMT) |
| Michael Cozzolino (Nov 03, 2005 at 19:31 GMT) |
| Chris (Nov 03, 2005 at 19:38 GMT) |
| Barry Gallagher (Nov 04, 2005 at 01:55 GMT) |
keep it up.. sure your the only man..
| FruitBatInShades (Nov 04, 2005 at 08:41 GMT) |
| Dreamer (Nov 08, 2005 at 09:11 GMT) |
| Jeff Gran (Nov 08, 2005 at 09:14 GMT) |
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