Player Character Question
by Minako · in Artist Corner · 07/27/2002 (10:32 pm) · 10 replies
Ok, we've got our nice little model we want to have as the player character in the game, what exactly does that entail? I've seen tutorials for 3dS Max, but we're using Lightwave. We can get the raw mesh in as an oject, but it's just like a statue with no colliosn. What do we have to do to make it replace the player model?
Minako
Minako
#2
Minako
07/28/2002 (6:05 pm)
Is simply putting in a new model and texture for the default player all it takes? I know there's animation too, our animation director's working on a test for that, I just was under the impression there was more to it.Minako
#3
07/28/2002 (6:46 pm)
It needs some sort of animation. It doesn't need to be a full blown character set of animations, but it needs to have something in ther animating. It will crash the game if it does not.
#4
About the only other item of concern is the placement of bones to align for the camera and weapon mount points. You'll need a bone named 'eye' for the camera to mount to, and mount0 in the hand for a weapon. There are more mount points than this, but this would get you started.
07/28/2002 (6:53 pm)
That's all it takes. If the animations are exported properly, with the correct sequence names to match from player.cs, you should see the animations, too.About the only other item of concern is the placement of bones to align for the camera and weapon mount points. You'll need a bone named 'eye' for the camera to mount to, and mount0 in the hand for a weapon. There are more mount points than this, but this would get you started.
#6
By default the player character automatically has a collision bounding box surrouding him/her/it. It doesn't go down to the mesh level, so if you want finer control over collision, you will need to define a collision mesh.
07/28/2002 (7:36 pm)
Collision is not automatic for non player models, you will need to export bounding boxes or meshes for anything that is not the player. By default the player character automatically has a collision bounding box surrouding him/her/it. It doesn't go down to the mesh level, so if you want finer control over collision, you will need to define a collision mesh.
#7
To get it working in the game without crashing, all it needs is aniamtion of some sort.
It will work, but it will be like a hood ornament moving around the world. Again, I am not sure of the state of the Lightwave Exporter, so I don't know if it is even possible to get a fully working character into the game using it.
07/28/2002 (7:41 pm)
Jay is correct in regards to collision detection. I am not sure if the Lightwave exporter has animation working yet, and I would be surprised if it has everything you need to get the character working properly.To get it working in the game without crashing, all it needs is aniamtion of some sort.
It will work, but it will be like a hood ornament moving around the world. Again, I am not sure of the state of the Lightwave Exporter, so I don't know if it is even possible to get a fully working character into the game using it.
#8
Minako
07/28/2002 (7:45 pm)
Ok, has anyone actually used the LW exporter successfully, or know who wrote the thing so I can get in contact with him?Minako
#9
http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=4197
07/28/2002 (7:49 pm)
One of the threads on the exporter can be found here. This thread was started by the exporter's author.http://www.garagegames.com/index.php?sec=mg&mod=forums&page=result.thread&qt=4197
#10
Minako has already gotten in touch with me, but I thought I'd drop by just to tidy up the lingering questions about the LightWave exporter.
The LightWave exporter does indeed support animation, and animated players can be built using it. Now, it doesn't yet support everything that can be done with Max, but can do everything that the MilkShape exporter can.
A sample player and other working examples may be found at www.gnometech.com as well as documentation, of course. The Tin Man object is a working player, and there are instructions on how to use it in game included within the archive. It includes root, run, back, and celwave animations.
I tend to post news about the exporter in the Tools forum, and there should be an announcement on some new features in the next week or two.
- LightWave Dave
07/28/2002 (9:33 pm)
Greetings!Minako has already gotten in touch with me, but I thought I'd drop by just to tidy up the lingering questions about the LightWave exporter.
The LightWave exporter does indeed support animation, and animated players can be built using it. Now, it doesn't yet support everything that can be done with Max, but can do everything that the MilkShape exporter can.
A sample player and other working examples may be found at www.gnometech.com as well as documentation, of course. The Tin Man object is a working player, and there are instructions on how to use it in game included within the archive. It includes root, run, back, and celwave animations.
I tend to post news about the exporter in the Tools forum, and there should be an announcement on some new features in the next week or two.
- LightWave Dave
Torque Owner Jay Eakins
Don't know if animation exports are working yet with the Lightwave exporter (I don't use Lightwave), but this will at least let you see your new player model in place of the default.