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MS3D version of FPS Starter Kit player model?

by Sam B. · in Artist Corner · 10/18/2005 (4:15 pm) · 5 replies

I would like to model a custom Torque player model using Milkshape3D, but I would like to start with the default Torque model so that I do not have to completely rig and animate the model from scratch. Is there an .MS3D version of the player model that comes with the FPS Starter Kit that I could use to get started, or should I buy something like the Girl Pack that comes with a complete rig in the .MS3D format?

And as a side question to anyone who has purchased the Girl Pack, are the skeleton and animations generic enough that they'd suit more realistically styled male and female models?

Thank you for your help!

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  • Map2dif error.

  • #1
    10/18/2005 (8:17 pm)
    There is a version that accompanies the DTSPlus! exporter. It is posed in the "root" posture, not the best for weighting and building a mesh to... There are ways to get the rig into the "root" pose so that it will export and load the SDK default sequences.This should explain most of what's needed to get an export going, and it has the rig in question. The extra details on getting a rig to the 'root' pose are not explained, but I think with a little interpolation, it can be done. Good luck.
    #2
    10/19/2005 (9:34 pm)
    That has helped me out a lot. Thank you very much.

    Could anyone out there answer my side-question regarding the Girl Pack? I have tried e-mailing BraveTree directly, but as of yet have not got a response.

    Thanks again.
    #3
    10/19/2005 (10:58 pm)
    Joe adapted the Jill skeleton into the BoomBall robot's skeleton with a half day of tweaking:

    www.rustycode.com/matt/plan_10_20_04/boomball_char1.jpg
    We used the Jill animations untouched. Granted he built the skeleton and has a lot of experience with it and with modelling so your mileage may vary.
    #4
    10/20/2005 (6:34 am)
    I always wonder why so many people feel the need to acquire the exact skeleton from the engine demo. is it simply to use the dsq's which come with the demo? if thats the case then I really dont understand why almost everyone here would want their animations to look exactly the same. creating a model, custom skeleton, and animations is one of the most fun and creative aspects of creating a game. or maybe I'm missing something else...
    #5
    10/20/2005 (10:36 am)
    People generally want something that works to start with to compare against. Having a model they can export and bring into the demo with all the correct animations verifies that tools, exporters and import process all be debugged and get working great without having the thought "maybe it something I did in my custom model.", "Maybe I am missing a needed node", "Maybe I spelled the node wrong. Does case mater?", etc.

    Just my thought and my reason for wanting something like the above.