Game Development Community

Torque & max Bones setup

by Dale Cannon · in Artist Corner · 07/22/2003 (9:22 am) · 4 replies

I have 3ds max 4 but dont have Charater studio, so I cant use the biped feature that the tutorial uses(Creating a simple Character). So does anyone know if there is a tutorial on setting up bones for my character. Basicly I know how to setup bones in Max I just need to know if there is something special that torque needs e.g. naming, special nodes and stuff like that

#1
07/22/2003 (9:51 am)
Hi Dale

look at this it can give you a hint !
http://www.garagegames.com/docs/torque.sdk/tools/max2dts/section2.html#skel
#2
07/22/2003 (10:06 am)
Thanks reading comensing ....NOW
#3
07/22/2003 (5:51 pm)
If you use your own rig you'll need to make your own animations. Although I am finding also that rigging is a little trickier for TGE because you need to be mindful of the heirachry required to export. I use alot of FK for my rigging and I have run into several problems that I had to work out with my rig before they would export. Just be patient.

The naming convention on the bones, listed in the above link isn't critical. You don't need to follow the BIPED naming convention. You just have to make your own animations.

Matt
#4
07/22/2003 (8:17 pm)
I went ahead and got Character studio so I can use biped, cause I needed and wanted to get it for a while now anyway. And it will just speed up some of the process.