A Helpful Suggestion.
by Jeff Osborn · in Artist Corner · 08/06/2005 (5:58 pm) · 1 replies
I hope the gods of Garage Games are listening...
I just went through getting an animated player to work in Torque, and you want to know what really would have helped? If the MAX files that we included in the game and in the Basic Tutorial also had the sequences and animations in them, or better yet, a MAX file for each sequence.
I don't know about other modeling tools (Maya, Milkshape, Gamespace, etc.), but having a concrete example of what the MAX sequences should look like in a ready to export state would help a great deal.
Some people work better if given an example, and although the models (the Orc in the Torque Starter.FPS and the Green alien in the Basic Tutorial) were helpful (they really did help and thanks a lot), having a frame-by-frame animation with the sequence object, blends, triggers and other stuff would have saved me loads of time and they would have put some meaning behind the words of the manual. I can now read the MAX DTS/DSQ manual and say "Oh! So THAT's what they meant!", but the manual just doesn't cut it for most newbies.
It also would have helped with debugging some of the problems I had once I got the model into the game. Now it all makes sense, but, just like having a good Torque-script, a good example goes a long way.
Thanks for listening. And Torque is GREAT, BTW.
I just went through getting an animated player to work in Torque, and you want to know what really would have helped? If the MAX files that we included in the game and in the Basic Tutorial also had the sequences and animations in them, or better yet, a MAX file for each sequence.
I don't know about other modeling tools (Maya, Milkshape, Gamespace, etc.), but having a concrete example of what the MAX sequences should look like in a ready to export state would help a great deal.
Some people work better if given an example, and although the models (the Orc in the Torque Starter.FPS and the Green alien in the Basic Tutorial) were helpful (they really did help and thanks a lot), having a frame-by-frame animation with the sequence object, blends, triggers and other stuff would have saved me loads of time and they would have put some meaning behind the words of the manual. I can now read the MAX DTS/DSQ manual and say "Oh! So THAT's what they meant!", but the manual just doesn't cut it for most newbies.
It also would have helped with debugging some of the problems I had once I got the model into the game. Now it all makes sense, but, just like having a good Torque-script, a good example goes a long way.
Thanks for listening. And Torque is GREAT, BTW.
Torque Owner Joe Maruschak
if the source files for the animations still existed, they would be avialable.. unfortunately, they don't. But, the girl pack does have a complete set, as do the adam pack and the soldier pack.
we are aware of the situation and it is on the list of things to fix, but it is unfortunately lower on the list than some other documentation items (and there are resources available in the meantime).