Chapter 14 skeleton - scale issue
by W. Wood Harter · in Torque Game Engine · 03/13/2007 (8:31 am) · 3 replies
Chapter 14 is a great tutorial on how to create, rig and animate an avatar/skeleton using ms3d. Then towards the end of the chapter it says the skeleton you just created probably won't work with the default Torque aniamtions. You should use the skeleton.ms3d file on the cd and don't change it's initial positioning.
I've been looking at doing just that and I found that the skeleton.ms3d file is scaled so small that it is really hard to work with (joint rotations with the mouse don't work), then when you get a model built around it into Torque it is also scaled very small and doesn't actually work with Torque. Has anyone else had similar issues? Is there a good ms3d skelton to use as a stating point?
Thanks,
Wood
I've been looking at doing just that and I found that the skeleton.ms3d file is scaled so small that it is really hard to work with (joint rotations with the mouse don't work), then when you get a model built around it into Torque it is also scaled very small and doesn't actually work with Torque. Has anyone else had similar issues? Is there a good ms3d skelton to use as a stating point?
Thanks,
Wood
#2
I have not found a way to scale the actual bones to fit a model size that might be more appropriate to Torque.
Also I have tried this a little with the default Torque animations and they seem to place the bones in strange places. No, I didn't move them around, the book says not to. I only did the rigging. Has anyone tried this successfully, it doesn't seem to work as advertised and I'm thinking there may be a problem with the skeleton model on the cdrom for the book. Especially since the skelton is in an asymmetric and rotated pose. (CH14/skeleton.ms3d)
Thanks,
Wood
03/13/2007 (10:44 am)
I understand the jointsize problem and 0.03 seems like a good number, but resizing your model down to this size is the actual problem. When you bring that small model into Torque it is tiny. Also vertex scaling with the mouse (I said rotation above and rotation does actually work) at this tiny size is an annoyance since it doesn't work.I have not found a way to scale the actual bones to fit a model size that might be more appropriate to Torque.
Also I have tried this a little with the default Torque animations and they seem to place the bones in strange places. No, I didn't move them around, the book says not to. I only did the rigging. Has anyone tried this successfully, it doesn't seem to work as advertised and I'm thinking there may be a problem with the skeleton model on the cdrom for the book. Especially since the skelton is in an asymmetric and rotated pose. (CH14/skeleton.ms3d)
Thanks,
Wood
#3
I think the way I did that part when using torque's skeleton with my model, I changed the export scale so it would be bigger, I played with it until I was happy with my model. I do remeber on the export the weapon in hand was a lot bigger than my model he looked like a spec of dust on it.
03/13/2007 (2:22 pm)
When you exported the skeleton and model out it was to small for your world or terrian?I think the way I did that part when using torque's skeleton with my model, I changed the export scale so it would be bigger, I played with it until I was happy with my model. I do remeber on the export the weapon in hand was a lot bigger than my model he looked like a spec of dust on it.
Torque Owner James W.
for example I built my charator, then went to add my skeleton and it just looked like a small group of dot's near the origin, so I in milkshape, file-->prefrences--> tab/misc--> jointsize and changed it so it wouldn't be so small. make sure you delete the skelton first then readd it after you resized.
or you could rescale your charactor down on all 3 axis's to match the skeleton, (I never understood how to scale it from the book) I usaully scaled it down .9 on all 3 axis's until it fit's close enough to the skelton. or any model for that matter if it is too big sometime's torque will crash from my experince.