Mount points
by Westwood DuPage (#0026) · in Torque Game Engine · 04/03/2007 (8:57 pm) · 10 replies
Im not a modeler so i have no idea how to do this but i need to make, i guess a mount point.. i thought it was called attachment point but maybe thats just in wc3... is there a tutorial or a guide or something that someone can point me to that explains how to do this? i need it for my final game project due in 7 weeks
#2
04/04/2007 (4:36 pm)
But after you make the mount points how do you attach models do it? does anyone know an example i can look at?
#3
You'll need to have a proper datablock for your image.
04/04/2007 (5:22 pm)
Through script:// %obj = object to mount to // %mount = object to mount // %mountPoint = mount point number %obj.mountImage(%mount, %mountPoint);
You'll need to have a proper datablock for your image.
#4
04/05/2007 (2:59 am)
I am looking for what i need to do in this datablock
#5
04/05/2007 (3:03 am)
Nothing special, at a minimum you'll need:datablock ShapeBaseImageData(yourImage)
{
shapeFile = "~/data/shapes/yourImage.dts";
mountPoint = 0;
}
#6
04/06/2007 (11:31 pm)
My friend who is making the models for me uses Maya, she said the only kind of node she sees is a "rendernode" is that what you use for a mount point?
#7
04/06/2007 (11:42 pm)
I'm not sure, I don't use Maya. There's plenty of documentation available about Maya on this site and TDN.
#8
04/08/2007 (7:59 pm)
Hrmmm i've looked everything i see is for 3ds and everything i see about maya says "we do not have this finished yet but you can look at this one screen shot to see what the model will look like"
#9
Make sure you have the dtsUtility, it pops up in its own little tool box and gives you options for creating torque-specific items like nodes, sequences, etc. Its all in there. Docs are on that site too, look at the character tutorial.
05/09/2007 (8:55 pm)
Http://www.dannyngan.com/torque/maya2dts/Make sure you have the dtsUtility, it pops up in its own little tool box and gives you options for creating torque-specific items like nodes, sequences, etc. Its all in there. Docs are on that site too, look at the character tutorial.
#10
07/26/2007 (5:11 pm)
I THINK you can just make it a Bone Joint (animation joint) and name it "mountNode#", replacing # with the node number. I think.
Torque Owner Tim Heldna