Game Development Community

Character (AIPlayer) costume modification

by JeongWook Son · in Torque Game Engine Advanced · 10/26/2009 (6:05 pm) · 2 replies

Hello,

I am developing a construction game where many AI workers are moving around.
To have workers, I bought male advanced character kit (MACK) and added AIplayers of two different types - casual and military.
But they are not really in the shape of construction worker so I want to modify their costume and equipments.

Could anyone tell me what would be the best approach to modify the character?
Can I (1) modify and export DTSs in Milkshape3D, (2) modify DTSs in Torque (I am using Torque3D), (3) use any other way?
I also want to use animation (dsq) provided by MACK.

Thanks a bunch for any help.

#1
10/26/2009 (7:00 pm)
Eddy, probably the 'best'/easiest approach might be to edit the Milkshape3D Source file included with the Kits[keeping a backup of course, ;)]. It sounds as though you want/need to edit the geometry of the shapes to suit a different environment while keeping the rigs similar to accept the stock library of ACK/Animation MegaPack sequences, good idea!

You could reshape the existing vertices, keeping their UV coordinates, or you could 'start over' on top of the existing ACK skeleton; it's the beauty of the pack, we've provided enough raw material to get you on your way towards an animated character.

If your budget only includes tools in the line of Milkshape3D, you should be 'good to go'! The DTS shapes shipped with the Pack were all exported via the Milkshape3D--DTSPlus! pipeline. Just remember not to disturb the skeleton outside of Animation Mode in Ms3D, as this will destroy the correct transforms needed to sync up to the DSQ's....;)

Good luck!
#2
10/27/2009 (2:11 am)
Thanks Rex,
I will try that.