Player Models
by Jeremy Nichols · in Torque Game Engine · 11/04/2002 (5:15 am) · 5 replies
Hello I have a question on the player models. I looked in the previous topics and didn't find what this was on, If anyone can point me to it I would appreciate it or possibly have an answer.
Im using 3D StudioMax4 and using the Biped skeleton. I go through the tutorial like it says parenting each box to the appropriate limb. I do everything the tutorial says and when I try and launh the TGE when it loads the objects it crashes. Does anyone know why?
This my sample model
My Model
Im using 3D StudioMax4 and using the Biped skeleton. I go through the tutorial like it says parenting each box to the appropriate limb. I do everything the tutorial says and when I try and launh the TGE when it loads the objects it crashes. Does anyone know why?
This my sample model
My Model
About the author
#2
11/04/2002 (7:03 am)
I'm thinkin no animation.... when I first messed with characters I went through that same tutorial and endured two or three weeks of horrible mental frustration, almost resulting in sepuku... luckily joe saved me at the last moment and informed me that a mesh needs to have an animation object associated with it in order to work (even though this is not mentioned in the tutorial)... by best guess is that this is your problem... either that your you arnt setting things up right in the scripts
#3
11/08/2002 (12:48 pm)
K got that part fixed. Had another question. You can create your own bones can't you and use that? The Biped model does not work with my models. I can't find any tutorials on using your own bones either. Any help would be appreciated
#4
http://www.garagegames.com/mg/snapshot/view.php?qid=359
see drinkingbird in the bottom picture? as you can tell his body doesnt really conform to the biped skeleton. So I used 3 dummy objects, a base for the torso, then one for each leg. I linked the torso to the base dummy object and the legs to the leg dummy objects, and I made the base dummy object the parent of the two leg dummy objects. It's really not to hard, you just have to play with it a little to make sure it exports ok, and make sure to keep checking your dump files to be absolutely sure everything exports correctly... good luck :)
11/08/2002 (1:45 pm)
yup, you can use your own bones, you dont really need a tutorial on that, theres no need to use any special naming system or anything like that, just set up the bones and link something to them, check your dump file to make sure things are linking up right... here is an example:http://www.garagegames.com/mg/snapshot/view.php?qid=359
see drinkingbird in the bottom picture? as you can tell his body doesnt really conform to the biped skeleton. So I used 3 dummy objects, a base for the torso, then one for each leg. I linked the torso to the base dummy object and the legs to the leg dummy objects, and I made the base dummy object the parent of the two leg dummy objects. It's really not to hard, you just have to play with it a little to make sure it exports ok, and make sure to keep checking your dump files to be absolutely sure everything exports correctly... good luck :)
#5
11/08/2002 (3:48 pm)
Thanx for the help. :) THis program is huge and im still learning how to do pretty much everything in it. K now I get to try and make my Mech walk. :O God help me. hehe
Torque Owner Jeremy Nichols