Does Torque support character deformation?
by JohnT · in Torque Game Engine · 09/12/2005 (7:55 am) · 11 replies
Does anyone know how I would go about taking a model of a character and modify the mesh in different proportions throughout the game play? I came across a mention of morphing on the forums but do not believe that it gives me the freedom to modify the mesh programmatically. I want to avoid modeling every possible combination and believe it would be easier in code.
Thanks for any help in pointing me in the right direction!
John
Thanks for any help in pointing me in the right direction!
John
About the author
#2
09/12/2005 (8:30 am)
Thanks, I was thinking about this resource but believe that I would have a problem since I need to modify different parts of a character randomly. I suppose I could use this for each body part and then morph each one independently. Only problem is then I need to maintain different objects with parent-child relationships.
#3
09/12/2005 (8:36 am)
You could use skeletal animation, have a separate dsq animation for each axis of each bone and then control the motion with script by applying the different animations... not sure if that's a good idea though.
#4
Since the character only needs to be updated occasionally, what if I were to create an .obj file at runtime in code and then save it to the hard drive, then use the Obj2dts.exe app located elsewhere on this site to create a dts file without animation. Could I then use a dsq file to apply the animations?
I've never dealt with dsq files and am not sure if this would work or not.
09/14/2005 (6:41 am)
Ok, here comes a really stupid idea I'm sure, but...Since the character only needs to be updated occasionally, what if I were to create an .obj file at runtime in code and then save it to the hard drive, then use the Obj2dts.exe app located elsewhere on this site to create a dts file without animation. Could I then use a dsq file to apply the animations?
I've never dealt with dsq files and am not sure if this would work or not.
#5
Or do it all procedurally and ignore the existing TS animation code?
09/14/2005 (10:51 am)
Why not just stuff your animations directly into the TSShape, rather than going through a silly reload dance?Or do it all procedurally and ignore the existing TS animation code?
#6
09/14/2005 (11:47 am)
I was not able to find much info on loading a TSShape object manually in the forums (this probably would have been the best choice), chances are doing it procedurally is going to be my best bet.
#7
09/14/2005 (2:44 pm)
Unless your not explaining your self all the way, I cant think of why you cant just use the morph resource and morph each body part randomly.
#8
09/14/2005 (2:50 pm)
Sorry for not making myself clear. I am creating characters that will evolve over time from children to adult and of course gain weight along the way. In your opinion would Morphing permit this type of control?
#9
www.garagegames.com/mg/snapshot/view.php?qid=996
09/14/2005 (3:18 pm)
Have you checked out how this game does it's character customization?www.garagegames.com/mg/snapshot/view.php?qid=996
#10
09/14/2005 (3:46 pm)
I'm not really sure, although I think you need to do more than just scale the model to make the player look older. You should have one whole animation from youth to adult.
#11
Manipulating 3space shapes directly is a little trickier but if you're going for a professional quality experience for your users it's the way to go.
09/17/2005 (8:30 pm)
@John - Loading a TSShape is easy, you just call ResourceManager->load(). :PManipulating 3space shapes directly is a little trickier but if you're going for a professional quality experience for your users it's the way to go.
Torque Owner Unsung Zero
May be what you were looking for.