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Stage 1 - Character
Stage 1 - Character
| Name: | coxosclassic | ![]() |
|---|---|---|
| Date Posted: | Jan 23, 2007 | |
| Rating: | 1.3 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for coxosclassic |
Blog post
Character
I've been playing for a while trying to move my character from Maya to Torque. I have followed the dannyngan.com online tutorial that helped me a lot! Loading a static shape from Maya to Torque is really straight forward specially with the help of the dtsUtility; plugin. Everything went fine until I got into the Character Basics part... I was having problems with my character everytime I tried to export it to STP. I posted a forum thread explaining my problem, and with the help from Affectworks I managed to get through that with no prob!.
Finally I had my character showing up fine in STP with the animations running. So far I learned that I have to be really carefull with name conventions, I cant just play arround with names or I will get trouble ahead!
Files that I consider important to know about:
- player.dts - Its the file that contains the mesh and skinning data (path: '.demo\data\shapes\player\...).
- player_.dsq - are the files that contains the animation data for each sequence (path: '.demo\data\shapes\player\...).
- player.cs - the script file that 'merges' the animations (*.dqs) with the shape itself (.dts). (path: '.demo\data\shapes\player\...).
I can use a completly different path for my character though, but to do this I also have to change the 'player.cs' file in path:'.\demo\server\scripts'.
One other thing: I must have at least 2 .dsq files in my player.cs script. One for the 'run' (forward) movement and another one for the 'root' (idle) movement. If I dont have any of this files listed in my player.cs file, Torque engine wont run any .dsq files...
Here are some screens shots of what is going on:

This is the character Im playing with...

This is the rig...

This is the hypergraph layout for the character (without sequences)

This is a running pose...(character no properly skinned)

this is the character loaded in TGE...(belive me, its moving!)
Ok with the character for now, I will tweak it later on in this project (Stage 5). Now its time to put some environment in! As soon as Im done with it Ill drop another post (Stage 2 - Environment).
I've been playing for a while trying to move my character from Maya to Torque. I have followed the dannyngan.com online tutorial that helped me a lot! Loading a static shape from Maya to Torque is really straight forward specially with the help of the dtsUtility; plugin. Everything went fine until I got into the Character Basics part... I was having problems with my character everytime I tried to export it to STP. I posted a forum thread explaining my problem, and with the help from Affectworks I managed to get through that with no prob!.
Finally I had my character showing up fine in STP with the animations running. So far I learned that I have to be really carefull with name conventions, I cant just play arround with names or I will get trouble ahead!
Files that I consider important to know about:
- player.dts - Its the file that contains the mesh and skinning data (path: '.demo\data\shapes\player\...).
- player_.dsq - are the files that contains the animation data for each sequence (path: '.demo\data\shapes\player\...).
- player.cs - the script file that 'merges' the animations (*.dqs) with the shape itself (.dts). (path: '.demo\data\shapes\player\...).
I can use a completly different path for my character though, but to do this I also have to change the 'player.cs' file in path:'.\demo\server\scripts'.
One other thing: I must have at least 2 .dsq files in my player.cs script. One for the 'run' (forward) movement and another one for the 'root' (idle) movement. If I dont have any of this files listed in my player.cs file, Torque engine wont run any .dsq files...
Here are some screens shots of what is going on:

This is the character Im playing with...

This is the rig...

This is the hypergraph layout for the character (without sequences)

This is a running pose...(character no properly skinned)

this is the character loaded in TGE...(belive me, its moving!)
Ok with the character for now, I will tweak it later on in this project (Stage 5). Now its time to put some environment in! As soon as Im done with it Ill drop another post (Stage 2 - Environment).
Recent Blog Posts
| List: | 03/06/07 - Stage 2 - Environment 03/06/07 - Stage 0 - Idea 01/23/07 - Stage 1 - Character 01/18/07 - TOOOOOOOOORQUE! (study01) |
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Submit your own resources!| Affectworks (Jan 23, 2007 at 23:48 GMT) |
Fredrik S
| David Higgins (Jan 24, 2007 at 02:31 GMT) Resource Rating: 2 |
so they showup inline with the blog.Sounds good so far though. Can't wait to see the pictures.
| coxosclassic (Jan 24, 2007 at 10:33 GMT) |
thanks for comments. apparently there is a post missing... (- Stage 0 - Idea) I sent an email to garagegames webmaster hoping that I could get that post back, suddenly it vanished...(???!!) anyways, the images links are working fine with me, but I will try to fit those images like David Higgins said. And once again, thanks affectworks!
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1.3 out of 5


