The baseHuman Project
01/04/2007 (1:32 am) by Rex

Happy New Year!
After having gotten my rig protoTyped well enough and discovering that I can rearrange my structure at will and manage to keep some animation saved, I am unveiling my latest Project: baseHuman.
The baseHuman Project is the Heavy Industries version of a biped animation puppet. It will be a normal humanSized physique, unlike the KORK playerAvatar. I intend to include many logically positioned and rotated Nodes for mounting of images and objects inside the Torque Game Engine. I will be using the default namingConvention utilized by the SDK for Nodes and Skeleton, and will base the animations to be generated upon the standard TGE playerAvatar .DSQ sequences.
Here, in the snapshot[I hope], you'll see that work has begun in fragMOTION on the Project. This is close to what the 'Kork' physique's Root sequence would look like, if you put a 'human' into the 'Root' pose. The M16-A weaponImage is compliments of NetGeos, with some Heavy Industries voodoo[werk!] to get it to become a true mountable DTS shape. At present, the Image of the M16-A is actually a cached Image, much like a ShapeBaseImage object; it's not really in the fragMOTION Scene[and will not export as an object]. My mount0 Node has a fragMO 'attachment' object linked to it. With this attachment object, comes a few parameters you can specifiy. CharacterFile is the path to the file. Also, somewhat like ShowToolPro, you can specify an Animation sequence name and render any frame you like! Origin specifies which Node in the Image object you would like to use for the mounting transform....very nice, indeed.
...more to follow, as it developes!
About the author
I have been interested in computer gaming since 1980 when; on a crappy 5.25 floppy bootable machine[have no idea who manufactured it...], I constructed my first program, ever. It was a simple, trajectory-based, mortar-firing simulation. LOL. It actually printed out the trajectory with Xs, lol....things have come a long way since then. Advance 20+ years later where I am a professional stagehand & member of [url=http://www.iatse-intl.org/index_flash.html]I.A.T.S.E.[/url], who has lots of free time to burn on figuring out these UIs and their functions....:) Most days finds me researching and building & animating meshes. My painting skills are sadly lacking...but I have begun to educate myself on scripting with TGE to get my shapes working inside the engine. I really appreciate this engine, and I am now a license holder of the SDK...even though my skills squander the fee without my understanding any C++, but with a bit of study and experimenting, I can certainly script and with VSExpress 2005 I could compile my own engine... In 2003, I involved myself with a UT MOD: Badlands,[url]http://www.planetunreal.com/unrealbadlands/[/url], a Western Themed mod for the Unreal Engine. I contributed 1st Person shapes and animation, some static shapes, and did all the voice files needed to finish off the Total Conversion of the engine. We finished the project with as much functionality as we intended to include and it was fairly well received as a MOD; I am unsure of our to date DL totals, but I know they were in excess of 10,000. Upon conclusion of that Project, plans were laid to continue the Western theme with UT 2k3, but the TGE was looked at instead, as it fit our production needs; namely it had a relative inexpense price and excellent framework in place. Plans towards [b][i]yet another[/i][/b] UT mod were quickly redirected towards utilizing Torque to produce a downloadable & enjoyable game. Work continues to date on this persistent world Western Theme Project and help is needed in the scripting and compiling fields. Any interested parties should contact me at my public email address above. Recently, in early 2007; a headHunter began lurking about on my chat client[MSNmessenger] and I was lured into Team Action once again. After numerous chats and actual eye2eye meeting, short 144 mile trip, I committed to a year of work on BrokeAssGames.com RUIN Online. After meeting Ari & Jondo, it did not take me long to agree to help out... Concentrating on rigging and character developement, I have been working hard ever since getting the proposed pipeline as feature compatable as possible. I also have learned a few new programs along the way, and even got as far as getting some content formatted for POSER5. That was indeed some curve to master...the deformation and rigging schema are totally unlike any for game centric content building, it is not true vertex weighting as [i]we[/i] all know it. Parametric mumboJumbo it is...and I OWNZ it! Work will continue on the RUIN project well into 2008.... [b]ReferenceLibrary:(some of my more interesting/helpful media...)[/b] [b]The Game Programers Guide to Torque[/b] by Edward F. Maurina III [b]3D-ALL IN ONE[/b] by Kenneth C. Finney [b]Advanced 3D -ALL IN ONE[/b] by Kenneth C. Finney [b]Modeling a Character in 3DS Max[/b] by Paul Steed [b]Vol.3 Anime&Game Characters[/b] by Tadashi Ozawa [b]Vol.4 Anime&Game Characters[/b] by Tadashi Ozawa [b]How To Draw MANGA Occult & Horror[/b] by Hikaru Hayashi [b]Weapons[/b] by Edwin Tunis [b]Castle[/b] by David Macaulay [b]Modern Electronics[/b] by David Bruce [b]The Lore of Sport-Fishing[/b] by Tre Tryckare, E. Cagner [b]The Model Makers Handbook[/b] by Albert Jackson & David Day [b]The Good, The Bad, & The Ugly[/b] directed by Sergio Leone[this is probably my all-time favorite movie, the score: phenemonal] [b]For a Few Dollars More...[/b] directed by Sergio Leone [b]Speed Racer Collectors Editions vols. I, III, IV[/b] ...as you can see; my interests and professional skills vary greatly! view profile »

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