Game Development Community

Node and Joint Animation

by Col. for Creative Studies (#0001 · in Torque Game Engine · 04/03/2006 (11:13 am) · 1 replies

Ok, so we're working with the FPS kit, and I have now run into a problem with exporting the view of the hands with the different guns we need to have in view.

I would like the gun and hands to be separate objects, so how would I do this? I know I can just combine (Maya) both hands and gun into one object and animate/export from there with no problems, but I want each to have their own UV set, so combining is not how I would prefer to go with this. I have seen tutorials on exporting objects with joint hierarchies, but nothing with exporting animated objects without joints, or even an animated object without joints parented/parent constrained to an object with joints...

Any help ASAP would be greatly appreciated...our Beta version is due next week ....!

Thanks in advance,
-Justin

#1
04/05/2006 (9:46 am)
Ok, I dont have the time to search for all the links that apply to this subject, but I will tell you what I found that works for me 100% but requires minor tweaks to the weapon to get it placed in the exact height of your FOV.

Ok, I lied :D here are a couple of links that may allow you to find and download the 3d diggers milkshape 3d dts exporter:
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5097
www.garagegames.com/mg/forums/result.thread.php?qt=18335

1. Use the example from the dts exporter pack and study it for milkshape3d and look for the example files that come with them. (Somewhere 3d diggers has a pack that includes models of weapons, that exports right every time and all you have to do is just replace their mesh with your, resize it to match a believable hand held weapon for your character).
2. You can move the joints that are in the file for the mount that matches the right hand mount for your player as well as the others.
3. Do not rotate any of the joints or you will mess up the orintation of the weapon!