Game Development Community

Anyone use Pacemaker for animation?

by SM3 · in Artist Corner · 01/04/2006 (7:55 am) · 2 replies

I discovered this thread here on the forums:

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8784

and was wondering what other members of the GG community have to say about its use?

Thanks,

Steve

#1
01/09/2006 (9:26 pm)
It still needs a lot of work, but it's slightly better than Milkshape for animations. There is still no way to export to .dts or .dsq but it's supposed to be in the works. For now, you have to export in .b3d and then export to Torque through Milkshape or Ultimate Unwrap 3d.

[edit]This program can do most things I need, but the undo function doesn't work quite right yet. If you make a mistake rotating a joint, then you're screwed. But this is something the creator is working on, so hopefully I'll soon be able to make my own custom animations without buying one of the expensive apps or using ....ugh.... Blender. :)
#2
02/11/2006 (6:13 pm)
@WillbKool

Have you created any animations and got them into torque yet? I noticed your mention of UU3D as an exporter and saw it mentioned as an exporter on the PaceMaker boards as well. I'd like to use this as my export tool but I can't find any info anywhere on how UU3D's exporter handles nodes.

I'd also like to hear that someone actually has gotten a PaceMaker animation to import into Torque from any app.

Thanks

Kal