Game Development Community

Character Rig Specs for TGEA (TSE)

by thud · in Artist Corner · 01/11/2007 (6:56 am) · 1 replies

Hey everyone!

Unfortunately, I was unable to dig up an specific information on this question, so I created a new thread. Feel free to smack me if there is an obvious source that I missed.

I was hoping someone could help me out with specs related to character rigs that can be used in TGEA (TSE)? It is unclear to me how complex I can make my biped character rig.

The rig used for the orc in the FPS starter kit is extremely basic. I assume this is due to the fact that TGEA (TSE) is setup for a Tribes style game, with 64 players in one environment. However, I plan on only having 8-12 characters in an environment. How far can I step up the complexity?

I would hope that the engine could easily handle a rig equal to that in HL2 Source in this day and age. Would this be a safe assumption?

Also, are there any min/max specs on number of bones/joints that a character can have? What about IK and such? Any mocap concerns?

Sorry for the salvo of questions, but I've been looking around and can only find sparse references to Character Studio in relation to TGE, not TSE.

Finally, are there any pitfalls to lookout for when working in either Max or Maya?


Thank you very much in advance for any information or links you can provide!


*thud*

#1
01/11/2007 (7:52 am)
There's no real limits here, the fewer bones as possible is of course best since there will be less to process for the engine but I've don't full facial rigs and various other thing with a lot of bones without any noticeable issues.

Only the actual transforms of your bones are exported so HOW you animate your bones doesn't matter one bit (IKs or whatever. I've worked with mocap too, as I said, doesn't matter how you create your animation). If you meant realtime IK in the engine though, not going to happen without a whole lot of programming work...