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Remapping Camera in Eye Position??? Help

by Ebonixs · in Artist Corner · 12/29/2006 (2:47 pm) · 12 replies

GG Fam,

I've created a skeleton for a model and exported it (.dts) into the player folder. When I open the demo, I notice the camera is placed on the ground where I can see the character's feet in 1st person view, how do I get it at the character's eye level?

About the author

I am new to the gamining industry and presently, I am more experienced in interface Design and music production.


#1
12/29/2006 (2:53 pm)
You need to include a node names "eye" and "Cam".

Currently, it cant find it, so its using the 0 0 0 of your mesh.
#2
12/29/2006 (2:56 pm)
The node you speak of, do you mean joints (milkshape)
#3
12/29/2006 (4:15 pm)
Now that I've created that "eye node" Torque crashes everytime I run it. Any suggestions?
#4
12/29/2006 (4:29 pm)
I think you need eye and cam for this to work properly. Add both nodes, not just one, and try again.
#5
12/29/2006 (4:32 pm)
Where can I go (tutorial, or knowledge base) that can expose me more on eye and cam nodes? At this point I'm stuck tryna figure out what to do.
#6
12/29/2006 (4:43 pm)
Here's a tutorial on creating a character using Maya, i.e. the cam and eye node part. There is more on TDN, but this might give you an impression about the general structure:
tdn.garagegames.com/wiki/DTS/Maya/Creating_a_Simple_Character#Adding_special_nod...
#7
12/29/2006 (4:45 pm)
Aiight I'll give it a shot! Thanks!
#8
12/30/2006 (5:41 am)
Unfortunately, Milkshape doesn't have a Torque menu that aids the process of eye and cam for a character.
#9
12/30/2006 (8:42 am)
From briefly looking at a milkshape trial i would assume you use a joint or box to denote where camera and eye are...

In 3d max you use a dummy, a dummy is basically an uneditable box that denotes a point in x,y,z space...
Bones, or joints i should say are points in space to.. and when you link bones/joints you are merely linking points in space

I would be amazed if you cant export characters from milkshape... let me know how you get on
#10
12/30/2006 (8:55 am)
Yes you can export characters from milkshape into TGE, but unlike Maya, Milkshape has no embedded or plugin Torque scripts that gives Milkshape the functionality to allow eye and cam nodes (I think)
#11
12/30/2006 (9:05 am)
Did a bit of reading around.. found out there is an example model with the plus version of the milkshape exporter on the artists page here at garagegames site

went and looked at it in the milkshape trial, and yes the eye and cam nodes are made using joints...

consult the example for further reference.. but the main point is that its possible
#12
12/30/2006 (4:30 pm)
Much kudos bruh... thanks a lot... I'm on it...