AnimationsMegaPack volume 1 - Now available at GG!
by Jondo · 08/13/2009 (3:55 pm) · 29 comments
I’m glad to announce we’ve finally released the AnimationMegaPack volume 1, available in the Garage Games store for $59.95 (indie).
Working on these sequences has been a lot of fun. Like many of you, we’ve been fans of Mr. Bones for years. We partnered up with him to bring some of his BVH motion capture libraries from www.truebones.com to the Torque Game Engines in the form of a DSQ library that’s compatible with our Advanced Character Kit figures, as well as Torque Orc and some of the other stock Torque figures (Space Orc, Elf Sorceress, Forge Soldier).
Just to repeat that:
This pack works with stock Torque figures too!

These sequences work in TGE, TGEA, and T3D. They also work in TorqueShowTools. This is a very affordable way for Torque developers to expand their motion libraries. Based on the Truebones packs, Milkbones, BoogiesBones, IcyBones, MojoBones, and GameBones these animations were custom fit to the ACK figures by hand using EcstasyMotion and exported as version 24 DSQs. We then used another built-in feature of Ecstasy, called ACK2kork, to convert them to orc-compatible (biped-based skeleton) DSQ animations.
So you get both versions of the library (BVH and Biped based), 500 plus animations each for $59.95...
Thanks and Enjoy!
A few additional notes* and a disclaimer***:
*These animations might be useful for recording sprites from 3D sources for TGB, but we haven’t tested that.
*These animations can be used on custom characters too, but you need a tool like EcstasyMotion to retarget the sequences to work with your custom skeleton.
***A few of the animations are repeats with slight variations, and some are looped versions, or chopped sections from longer animations. We added additional animations to make up for any oversight.
You be the judge, here's a very long video showing 100 +/- of the animations from this pack...
Working on these sequences has been a lot of fun. Like many of you, we’ve been fans of Mr. Bones for years. We partnered up with him to bring some of his BVH motion capture libraries from www.truebones.com to the Torque Game Engines in the form of a DSQ library that’s compatible with our Advanced Character Kit figures, as well as Torque Orc and some of the other stock Torque figures (Space Orc, Elf Sorceress, Forge Soldier).
Just to repeat that:
This pack works with stock Torque figures too!

These sequences work in TGE, TGEA, and T3D. They also work in TorqueShowTools. This is a very affordable way for Torque developers to expand their motion libraries. Based on the Truebones packs, Milkbones, BoogiesBones, IcyBones, MojoBones, and GameBones these animations were custom fit to the ACK figures by hand using EcstasyMotion and exported as version 24 DSQs. We then used another built-in feature of Ecstasy, called ACK2kork, to convert them to orc-compatible (biped-based skeleton) DSQ animations.
So you get both versions of the library (BVH and Biped based), 500 plus animations each for $59.95...
Thanks and Enjoy!
A few additional notes* and a disclaimer***:
*These animations might be useful for recording sprites from 3D sources for TGB, but we haven’t tested that.
*These animations can be used on custom characters too, but you need a tool like EcstasyMotion to retarget the sequences to work with your custom skeleton.
***A few of the animations are repeats with slight variations, and some are looped versions, or chopped sections from longer animations. We added additional animations to make up for any oversight.
You be the judge, here's a very long video showing 100 +/- of the animations from this pack...
#22
I see definite potential for this pack to resolve a core issue so I really just have one question.
I bought some Milkbones animations from Truebones last year. And I see you've built this based on their animation packs. So my question is:
If I use the Milkbones .BVH skeleton in a custom created and rigged avatar will these animations work with the Milkbones skeleton? (Or an alternate question would be, is it possible to get a single sample .DSQ from this kit to test to make sure our theory will work?)
Thanks for providing this resource to the Torque community! Looks great!
God bless you,
-Sparkling
08/15/2009 (1:04 pm)
This looks SO promising! Character animation has been one of our biggest hurdles. Sounds like we're not alone by looking at all the responses here. I see definite potential for this pack to resolve a core issue so I really just have one question.
I bought some Milkbones animations from Truebones last year. And I see you've built this based on their animation packs. So my question is:
If I use the Milkbones .BVH skeleton in a custom created and rigged avatar will these animations work with the Milkbones skeleton? (Or an alternate question would be, is it possible to get a single sample .DSQ from this kit to test to make sure our theory will work?)
Thanks for providing this resource to the Torque community! Looks great!
God bless you,
-Sparkling
#23
The node hierarchy has to match exactly for a DSQ to work with a DTS (with the exception of extra nodes being present in the DTS - which is allowed), so the easy answer is No. (<--Correct me if I'm wrong).
What you're asking about would require retargetting the animations, essentially converting them from one skeleton to another.
So I have two suggestions, well three... they all cost a little money, but you may find they are worth it.
1. Buy the MACK and/or FACK character packs. They come with a ton of geometry, clothing and hair, LODs, source art, also code and script enhancements to the engine. All that aside, you could use the kit to make custom characters based on our skeleton (as long as they aren't for resale). Which would be compatible with the AnimMegaPack.
2. Buy EcstasyMotion which will make very easy work of your retargetting. It would allow you to convert these sequences to any Torque character, including your own custom ones. It also offers an environment in which you can edit DSQs real time, to get the exact effect you desire.
3. Buy MACK, FACK and EcstasyMotion. Which will basically make all of your wildest dreams come true! (in terms of Torque Character animation, I am quite serious)
If that wasn't a good sales-pitch... I must be slippin'. Sparkling, I will also put together a small sample pack of these DSQs, a few for ACK and a few for Orc.
Jondo
Edit: Here's a few of the DSQs. Give it a try Sparkling, you might get lucky.
08/15/2009 (2:02 pm)
Hi Sparkling,The node hierarchy has to match exactly for a DSQ to work with a DTS (with the exception of extra nodes being present in the DTS - which is allowed), so the easy answer is No. (<--Correct me if I'm wrong).
What you're asking about would require retargetting the animations, essentially converting them from one skeleton to another.
So I have two suggestions, well three... they all cost a little money, but you may find they are worth it.
1. Buy the MACK and/or FACK character packs. They come with a ton of geometry, clothing and hair, LODs, source art, also code and script enhancements to the engine. All that aside, you could use the kit to make custom characters based on our skeleton (as long as they aren't for resale). Which would be compatible with the AnimMegaPack.
2. Buy EcstasyMotion which will make very easy work of your retargetting. It would allow you to convert these sequences to any Torque character, including your own custom ones. It also offers an environment in which you can edit DSQs real time, to get the exact effect you desire.
3. Buy MACK, FACK and EcstasyMotion. Which will basically make all of your wildest dreams come true! (in terms of Torque Character animation, I am quite serious)
If that wasn't a good sales-pitch... I must be slippin'. Sparkling, I will also put together a small sample pack of these DSQs, a few for ACK and a few for Orc.
Jondo
Edit: Here's a few of the DSQs. Give it a try Sparkling, you might get lucky.
#24
Just to see if we're similar, here are our node names (those shared with truebones/poser bvhs) in bvh order:
hip
abdomen
chest
neck
head
lCollar
lShldr
lForeArm
lHand
rCollar
rShldr
rForeArm
rHand
lThigh
lShin
lFoot
rThigh
rShin
rFoot
On our skeleton, the right arm and leg come before the left, but that doesn't matter to your default.cfg file. If your node names match the above and your model starts with globally aligned nodes in a T-Pose, then you should be good to go.
If you have a model with globally aligned nodes and a T-Pose but your node names don't match ours, then it's a _very_ easy job to retarget your nodes by changing the names in the default.cfg file.
However, if you don't have globally aligned nodes and/or don't have a starting T-Pose position, then you have a little setup work to do. However, any model is possible with some work.
08/15/2009 (5:28 pm)
I'm curious about this too! Is your Milkbones skeleton similar to our ACK skeleton? (Which AFAIK was based on Poser/Truebones node names, with all relative rotations = global.)Just to see if we're similar, here are our node names (those shared with truebones/poser bvhs) in bvh order:
hip
abdomen
chest
neck
head
lCollar
lShldr
lForeArm
lHand
rCollar
rShldr
rForeArm
rHand
lThigh
lShin
lFoot
rThigh
rShin
rFoot
On our skeleton, the right arm and leg come before the left, but that doesn't matter to your default.cfg file. If your node names match the above and your model starts with globally aligned nodes in a T-Pose, then you should be good to go.
If you have a model with globally aligned nodes and a T-Pose but your node names don't match ours, then it's a _very_ easy job to retarget your nodes by changing the names in the default.cfg file.
However, if you don't have globally aligned nodes and/or don't have a starting T-Pose position, then you have a little setup work to do. However, any model is possible with some work.
#25
Thanks for the demo. I will test it. Hoping for the best! This is very exciting news - on all fronts. Really interested in the EcstasyMotion as well... I forsee that in my future also. Just trying to find a viable starting point. :)
Thank you!
-Sparkling
08/16/2009 (5:57 pm)
Yes the Milkbones is the same as the TrueBones (made by the same artist/company). Those joint node names match exactly to what I see on my skeleton. And it is in a T pose, yes.Thanks for the demo. I will test it. Hoping for the best! This is very exciting news - on all fronts. Really interested in the EcstasyMotion as well... I forsee that in my future also. Just trying to find a viable starting point. :)
Thank you!
-Sparkling
#26
WOW!! There are 9 animations in this, in both skeleton formats! Very generous! I was just hoping for one! :) Thank you! This ought to tell me absolutely without doubt if my idea will work or if I need to tweak it.
*bows humbly*
Thank you!
-Sparkling
08/16/2009 (6:03 pm)
*Just unzipped the sample pack*WOW!! There are 9 animations in this, in both skeleton formats! Very generous! I was just hoping for one! :) Thank you! This ought to tell me absolutely without doubt if my idea will work or if I need to tweak it.
*bows humbly*
Thank you!
-Sparkling
#27
Best of luck but, my guess is it will not work with your skeleton. Not without some tweaking in Ecstasy. If you have a dts of your guy, email him over to me. I will be able to tell you specifics as to why they don't work, using DSQTweaker. And after debating the possible outcome with Chris and Rex offline, I'm just plain curious!
08/16/2009 (6:16 pm)
No problem... It will probably come in handy for other people to. Best of luck but, my guess is it will not work with your skeleton. Not without some tweaking in Ecstasy. If you have a dts of your guy, email him over to me. I will be able to tell you specifics as to why they don't work, using DSQTweaker. And after debating the possible outcome with Chris and Rex offline, I'm just plain curious!
#28
I like what I see.
Ive added some of your videos in our new video gallery.
http://www.truebones.com/home/index.php?view=video&id=25&option=com_jomtube
From your friends at Truebones.com
Cheers
08/19/2009 (3:36 pm)
Hi Jondo, Looks great!I like what I see.
Ive added some of your videos in our new video gallery.
http://www.truebones.com/home/index.php?view=video&id=25&option=com_jomtube
From your friends at Truebones.com
Cheers
#29
-Sparkling
08/30/2009 (6:07 pm)
Just wanted to thank you for the help here. The sample animations showed me that something is wrong with my model. But I had another look at the MACK and FACK packs - a longer thorough exploration this time - and I have to say these packs are AWESOME! I bought the FACK pack and will get MACK as soon as I can afford it. I believe this is our solution. :) Thank you!-Sparkling

Torque Owner Stephan - viKKing - Bondier
It seems a very valuable solution for indies.