Game Development Community

The baseHuman Project

by Rex · 01/03/2007 (5:32 pm) · 6 comments

www.greatgamesexperiment.com/userimages/4/424a8be265063c493a9c3ae040190e04_o.jpg
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

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
01/03/2007 (6:16 pm)
Hmmmm! Interesting stuff - glad to see you're making steady headway. Thanks for keeping the community updated!
#2
01/04/2007 (5:45 am)
It's looking very nice, Rex. Keep up the good work.
#3
01/04/2007 (5:59 pm)
Yes, Rex I for one would like a unified skeleton system to base characters around. Kork current bones are just too uh not human enough heh. :) But I havent given up yet on him.
#4
01/04/2007 (8:37 pm)
That figure[Kork] is pretty much the MediumHumanArmor datablock from TribesII. It is not even close to human sized.
#5
01/09/2007 (12:04 pm)
This will be great!
Can't wait to see it when it's done.
#6
01/25/2007 (4:54 pm)
what happend with fragmotion site ???? is down. :-( http://www.fragmosoft.com/