Torque 3D Development - Chris Robertson and Collada
by Brett Seyler · 02/17/2009 (10:19 am) · 84 comments
Last week we introduced the first look at at new tools for Torque 3D with the Torque Launcher. Today, we've got a very big announcement to follow that up. Though we've already talked about this some publicly in IRC and the forums, it's going to radically change Torque's content pipeline.


Chris' Bio
"I'm a software developer from New Zealand. Been using Torque in my spare time for about 5 years. Best known for developing the Milkshape and Houdini DTS exporters.""I'm working on adding Collada support to Torque, so the engine can now load a Collada model in the same way it loads a DTS (ie. as part of a script object or directly from the World Editor). I've also extended TSShapeConstructor to allow nodes, sequences and even meshes to be added, removed and renamed when a DTS or Collada shape is loaded. This is a great complement to the Collada loader, since you can take just about any model at all (such as from Google's 3D Warehouse) and "Torquify" it without having to muck around with importing and re-exporting."
Apparently New Zealand is too small for Google to acknowdege, but it's the land of Mordor and Flight of the Concords, so it's already more famous that Australia (though I am a Russell Crowe fan). Kiwis have better accents too.

Now, we've had this working with Torque for some time now, but this is the kind of feature that's going to take many, many use cases before we're satisfied that it's 100%. To that end, we're inviting everyone to test this functionality with any and all content you can find and give us your feedback. Let us know where we still need to work out some kinks, and by the time we release Torque 3D, it will have the smoothest, easiest, most polished art pipeline out there for the widest number of tools.
How can you get started?
We've created a custom build of TGEA 1.8.1 with the Collada loading functionality wrapped in. This is a binary build, but it should provide everything you need to test out the new content pipeline. You'll find thorough documentation in the root install directory, and we're encouraging you to post your feedback in this forum. You can also read more technical details in this forum post. The Torque Collada Test is set to expire in less than a month (March 13th at 5:00 PM PST) so jump in as soon as possible and start testing!
Download Torque Collada Test
I had a quick run at what we could do with this new build, so I'll share it with you all as a quick walk-though.
Collada loading in Torque is a big deal, but it's one of many pieces that will change the way artists work with Torque 3D. There's a lot more to show. Please take some time and take the Torque 3D Collada Test build for a spin. Help us make Torque 3D even better with your feedback!
More development blogs to come. This is post #10.
Torque 3D development blogs:
- Post #1 - Kickoff
- Post #2 - Apparatus and Warrior Camp
- Post #3 - Luma's racing kit
- Post #4 - Josh Engebretson and Web Publishing
- Post #5 - Pricing and Licensing
- Post #6 - Pricing and Licensing CONTINUED
- Post #7 - Wetness & Precipitation
- Post #8 - Screeen Space Ambient Occlusion (SSAO)
- Post #9 - Matt Langley and the Torque Launcher
- Post #10 - Chris Robertson and Collada
- Post #11 - Depth of Field
- Post #12 - Advanced Lighting
- Post #13 - Soft Particles
- Post #14 - World Editor
- Post #15 - Pricing and Licensing ANNOUNCED!
- Post #16 - GDC Live Edition
- Post #17 - River & Road Editors
- Post #18 - Beta is UP!
- Post #19 - Light Rays, Undercity, Material Editor
- Post #20 - Mass Market Hardware
- Post #21 - Beta: Part Deux
- Post #22 - Marching Towards Beta 3
- Post #23 - pureLIGHT
- Post #24 - Lighting, Terrain, and Cloth
- Post #25 - Beta 3! [li]Post #26 - Coming Soon!
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#82
Thx.
03/03/2009 (10:54 pm)
Hey Michael, Brett or anyone at GG, will the new Torque3D be using a physics engine? PhysX, Havoc?, Bullet?, ODE? Or is Torque3D going to continue using the current physics that TGEA 1.8.1 uses.Thx.
#83
There is a new build which you can grab from here:
Torque Collada Test 1.1
It includes fixes for:
- Fix crash when polysoup is enabled for skinned meshes
- Fix crash when animations channels contain a single keyframe
- Fix crash when materials do not contain a profile_COMMON element
- Fix crash when using the TSShapeConstructor::dumpShape method
- Generate better default values for Material parameters if not present
in collada file
- Generate warning for bad bind_shape_matrix values
- Handle materials.cs for Sketchup exported files (ie. files embedded in a zip)
Please grab it and give it a test if you had problems with any of your previous Collada files.
Thanks!
03/04/2009 (8:01 pm)
Hey all,There is a new build which you can grab from here:
Torque Collada Test 1.1
It includes fixes for:
- Fix crash when polysoup is enabled for skinned meshes
- Fix crash when animations channels contain a single keyframe
- Fix crash when materials do not contain a profile_COMMON element
- Fix crash when using the TSShapeConstructor::dumpShape method
- Generate better default values for Material parameters if not present
in collada file
- Generate warning for bad bind_shape_matrix values
- Handle materials.cs for Sketchup exported files (ie. files embedded in a zip)
Please grab it and give it a test if you had problems with any of your previous Collada files.
Thanks!
Employee Michael Perry