Setting up models in max4
by Jonathan Rose · in Torque Game Engine · 02/28/2004 (9:51 pm) · 5 replies
Meh... Im having a little trouble getting my character that I modeled game ready.
Issue A. How to make the nodes:
Can I just make a box dummy and rename it to the node, or what do I have to do?
Issue B. Animation:
I was wanting to use biped to animate, but I read that it will make the animation all of morph type. Is there any problem with morph type animation? If so, is there anyway to continue to use Biped without using morph type animation.
Issue A. How to make the nodes:
Can I just make a box dummy and rename it to the node, or what do I have to do?
Issue B. Animation:
I was wanting to use biped to animate, but I read that it will make the animation all of morph type. Is there any problem with morph type animation? If so, is there anyway to continue to use Biped without using morph type animation.
#2
02/29/2004 (6:13 am)
Biped does not force exporting as morph...if you use physique, it will be exported as a morph sequence. You do not have to use physique to use Biped.
#3
02/29/2004 (7:51 am)
Thanks. Gotta reset up my envelopes then. Ah well, It will only take 20 minutes... but Im still at a loss at how to create nodes and collision objects
#4
This must correspond to a convex mesh object with the same suffix (e.g. Col-1)
Think of it this way: Collision meshes are like detail levels, but with negative numbers, so you just clone one of your detail markers and name it to whatever collision level you want. Like detail markers, these should be linked to the base node.
03/03/2004 (11:29 am)
Nodes are just max dummy objects. collision must be denoted by a collision marker (a nodenamed Collision-#, where # is a number between 1 and 9.This must correspond to a convex mesh object with the same suffix (e.g. Col-1)
Think of it this way: Collision meshes are like detail levels, but with negative numbers, so you just clone one of your detail markers and name it to whatever collision level you want. Like detail markers, these should be linked to the base node.
#5
03/05/2004 (5:22 pm)
Thanks. That explains everything.
Torque 3D Owner Billy L
Take a Look at this first.
And use bip animation or bones if you can not morph.