Blend Shapes?
by Ecliptic · in Artist Corner · 01/29/2009 (4:54 pm) · 3 replies
Is blend shape animation possible? Or does Torque not support animated vertices. I have been experimenting with keying the verts and then exporting it into torque but have been unsucessfull to say the least. Can anyone add some insight to this on how i could achieve this.
Thanks
Dane
Thanks
Dane
#2
02/03/2009 (7:19 am)
Wow.. Please someone? How do you get the blendshapes to work inside of torque? I can get it to show in torque show tool but if I add a texture inside of maya I then get an error 20 saying animated topology... Which is true... But why is this a freaking issue?
#3
Perhaps there is some flaw in your workflow or the exporter written for your modeling application...there are quite a few applications capable of TGE shape formatting.
Your post doesn't really go into 'details' about what steps you performed produced this error. Is this an 'embedded'/preloaded animation, is this in a DSQ file?
Over the years, the 'common thought' on Morph animations are that they are CPU intensive to play at runTime; although you don't see much actual data from any developers on this topic.
You could rig some more chains in a skeleton to move the face geometry around....
I have a 'feeling' that you are 'preloading' embedding the sequence and the engine is perhaps not liking this 'morph' in a base DTS shape?? These are my first thoughts. Perhaps try this sequence as a external DSQ file and load it in the shape via a TSShapeConstructor script.
02/04/2009 (5:33 am)
What modeling program did this export originate from? Maya? To be honest, that 'exporter', I keep reading Posts about it's exporting DSQ's... I've used Houdini HD and it exported the 'morph animation' in a satisfactory manner. No bones/joints deformers used, all procedural animation done to the mesh based upon a Sine Wave form...Perhaps there is some flaw in your workflow or the exporter written for your modeling application...there are quite a few applications capable of TGE shape formatting.
Your post doesn't really go into 'details' about what steps you performed produced this error. Is this an 'embedded'/preloaded animation, is this in a DSQ file?
Over the years, the 'common thought' on Morph animations are that they are CPU intensive to play at runTime; although you don't see much actual data from any developers on this topic.
You could rig some more chains in a skeleton to move the face geometry around....
I have a 'feeling' that you are 'preloading' embedding the sequence and the engine is perhaps not liking this 'morph' in a base DTS shape?? These are my first thoughts. Perhaps try this sequence as a external DSQ file and load it in the shape via a TSShapeConstructor script.
Torque Owner Ecliptic