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From 3D to 2D
| Name: | Mark | ![]() |
|---|---|---|
| Date Posted: | Mar 28, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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I'm not sure how the Adventure Kit guys did it with Kork, but I'm sure it may be a similar method.
Anyway, I'm not good at 2D art, when it comes to perspectives anyway. Instead I used TGE.
Basically I made a black box, slapped it in Torque, and made the ground black. I then put my 3D character model in this black box. What I'm going to do next is attatch a camera to the character and make him run.
This will allow me to take snapshots of his animations, and eventually put them all together in PSP to make a 2D animated character when placed in TGB.
Just to make sure my method would work, and more importantly look okay, I did a small test.

Not bad.
I think using this method, it would look totally awsome with the recent animation pack that was released for TGE. Another great thing about this method, is that the addon packs made for TGE in specific can also be used in TGB, making them even more valuable.
I'm sure this is all nothing new, but it's one quick and easy way to do things :)
Another way to do it, and probably even a better way woud more than likely be ShowTool.
Gosh darnit, why didnt I think of that before!

yea he was never here to begin with, haha, but he's been sitting on my HD forever! Time to put him back to work.
I'm wanting to give him 3 eyes instead of two. Without his suit he's more like a hairy beast with a really big mouth and sharp teeth. And pure white eyes that glow. He'd look sexy naked.
Anyway, I'm not good at 2D art, when it comes to perspectives anyway. Instead I used TGE.
Basically I made a black box, slapped it in Torque, and made the ground black. I then put my 3D character model in this black box. What I'm going to do next is attatch a camera to the character and make him run.
This will allow me to take snapshots of his animations, and eventually put them all together in PSP to make a 2D animated character when placed in TGB.
Just to make sure my method would work, and more importantly look okay, I did a small test.

Not bad.
I think using this method, it would look totally awsome with the recent animation pack that was released for TGE. Another great thing about this method, is that the addon packs made for TGE in specific can also be used in TGB, making them even more valuable.
I'm sure this is all nothing new, but it's one quick and easy way to do things :)
Another way to do it, and probably even a better way woud more than likely be ShowTool.
Gosh darnit, why didnt I think of that before!

yea he was never here to begin with, haha, but he's been sitting on my HD forever! Time to put him back to work.
I'm wanting to give him 3 eyes instead of two. Without his suit he's more like a hairy beast with a really big mouth and sharp teeth. And pure white eyes that glow. He'd look sexy naked.
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| List: | 06/27/08 - Some new things and changes at IALeague 06/06/08 - Instant Action League 04/19/08 - Some concept art 03/07/08 - Sidus Publishing 11/26/07 - Constructor Level Building Experiment 10/11/07 - Hitman: Blood Money Trailer 10/10/07 - Switching Gears Teaser Trailer 10/07/07 - Afterworld Trailer by Trailer-Star |
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Submit your own resources!| David Higgins (Mar 28, 2007 at 02:06 GMT) |
You could also probably pull this off in TGB, though I'm not sure about lighting and what not ... but you could drop the Shape into TGB, find the rotation by matching the shape up to the onscreen artwork, etc ... get a better feel for how it looks, before going through the trouble of actually exporting it --
Otherwise, looks great --
EDIT: Added TGB Info
Edited on Mar 28, 2007 05:12 GMT
| Ray Noolness Gebhardt (Mar 28, 2007 at 02:17 GMT) |
| Tom Spilman (Mar 28, 2007 at 07:00 GMT) |
We considered other methods like 3dsmax or ShowTool, but it seemed to me that the engine itself already had all the power we needed... i just had to put a crude interface on it.
| Stephan (viKKing) Bondier (Mar 28, 2007 at 08:52 GMT) |
@Mark: Purple man is back, yeah! 8-)>
| Andy Hawkins (Mar 28, 2007 at 11:28 GMT) |
| Tank Dork (Mar 28, 2007 at 15:38 GMT) |
Note: If you are using a non-animated (or little animated) model like a spaceship, vehicle, etc. then the 3d abilities of TGB seem to work fine for me.
| Tom Spilman (Mar 28, 2007 at 15:38 GMT) |
@Andy - You can use DTS in TGB... and our TorqueX work will do that instead of sprites. There is just too much sprite data with a high quality animated character to have more than a one or two. The problem with DTS in TGB is that the stock T2DShape3D is missing alot of functionality that you would need. After we get complete with the TorqueX work i'll copy that work over for TGB.
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