Terrible Terrible Troubles implementing....
by Mikey Busch · in Artist Corner · 07/16/2005 (12:04 am) · 1 replies
Question One
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Alright, im just having a hell of a time implementing my milkshape models into torque. Ive created the model (of course, its all finished, textured, etc.) Ive completed the animations, now here is were i get stuck, i make it load the dts model but i will not be animated...why is this?
Im using a custom skeleton (based of a HL skeleton) but all the tutorials and forum threads i read are for static objects, or use 3d studio max, i learned on milkshape, thats what i use since im good at it.
Question Two
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Were going to have multiple creatures in our game, is it possible instead of doing thousands of animations just doing basic animations? like our player model will have over 100 animations, on the other hand , our creatures will have run, die, taunt, etc...very few needed animations.
Question Three
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How the hell do you build tree's, im stumped...what is the transparent texture color, etc.?
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Alright, im just having a hell of a time implementing my milkshape models into torque. Ive created the model (of course, its all finished, textured, etc.) Ive completed the animations, now here is were i get stuck, i make it load the dts model but i will not be animated...why is this?
Im using a custom skeleton (based of a HL skeleton) but all the tutorials and forum threads i read are for static objects, or use 3d studio max, i learned on milkshape, thats what i use since im good at it.
Question Two
--------------------------
Were going to have multiple creatures in our game, is it possible instead of doing thousands of animations just doing basic animations? like our player model will have over 100 animations, on the other hand , our creatures will have run, die, taunt, etc...very few needed animations.
Question Three
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How the hell do you build tree's, im stumped...what is the transparent texture color, etc.?
About the author
Associate Matt Fairfax
PopCap
2) You mean share a set of animations among multiple models? Sure thing =) This is done by exporting .dsq's (which just contain animation data) and binding them to the shape with script (TSShapeConstructor) at load time. The bones have to be the same for all of the models though. Again...refer to the fine examples and docs that come with the exporter.
3) Not magic color. You need to use a PNG texture that contains alpha color information. Feel free to check out the examples in the BraveTree Tree Pack.