TSShapeConstructor
by Eric den Boer · in Torque 3D Professional · 07/19/2009 (6:55 am) · 5 replies
Hi,
Monster-n00b question, but... what exactly does TSShapeConstructor do? What's it good for? I read the documentation and as far as I can see you can add shapes to shapes? Isn't that the same as %shape.mountImage(..); ?
:D
Monster-n00b question, but... what exactly does TSShapeConstructor do? What's it good for? I read the documentation and as far as I can see you can add shapes to shapes? Isn't that the same as %shape.mountImage(..); ?
:D
#2
It allows you to modify a DTS (or DAE) shape after it is loaded into memory. For example, by adding or renaming nodes, adding sequences (from DSQs) or adding collision and LOS meshes.
The classic use case is for sharing animations with a number of character models. Say you have a set of DSQ animation files: run.dsq, jump.dsq, die.dsq, TSShapeConstructor lets you share these animations with any character model that has a compatible skeleton.
Other uses are:
- Adding/renaming nodes in a model not created specifically for Torque. For example, adding the 'eye', 'cam' and 'mount' nodes needed for Player shapes.
- Splitting animation sequences in a Collada file (since most Collada exporters put all animations into a single sequence on export).
- Adding a collision mesh to a model.
Not the same. TSShapeConstructor lets you add new meshes to your shape, which means you can set up different detail levels - both visible and collision/LOS. The resulting in-memory model can be used with any object class, including TSStatic.
%shape.mountImage attaches a model to your ShapeBase derived object. You have no control over detail levels and cannot use this command with TSStatic objects.
07/19/2009 (7:30 pm)
Quote:what exactly does TSShapeConstructor do?
It allows you to modify a DTS (or DAE) shape after it is loaded into memory. For example, by adding or renaming nodes, adding sequences (from DSQs) or adding collision and LOS meshes.
Quote:What's it good for?
The classic use case is for sharing animations with a number of character models. Say you have a set of DSQ animation files: run.dsq, jump.dsq, die.dsq, TSShapeConstructor lets you share these animations with any character model that has a compatible skeleton.
Other uses are:
- Adding/renaming nodes in a model not created specifically for Torque. For example, adding the 'eye', 'cam' and 'mount' nodes needed for Player shapes.
- Splitting animation sequences in a Collada file (since most Collada exporters put all animations into a single sequence on export).
- Adding a collision mesh to a model.
Quote:I read the documentation and as far as I can see you can add shapes to shapes? Isn't that the same as %shape.mountImage(..); ?
Not the same. TSShapeConstructor lets you add new meshes to your shape, which means you can set up different detail levels - both visible and collision/LOS. The resulting in-memory model can be used with any object class, including TSStatic.
%shape.mountImage attaches a model to your ShapeBase derived object. You have no control over detail levels and cannot use this command with TSStatic objects.
#3
Whilst TSShapeConstructor is often used with Player models, it has nothing to do with the Player object class.
TSShapeConstructor is like a scriptable post-export step that lets you prepare a model for use with some other object class (Player, StaticShape, TSStatic etc).
07/19/2009 (7:33 pm)
Quote:Players are TSShapeConstructor shapes, so I reckon it's basically a dynamic object which you can the most things with.
Whilst TSShapeConstructor is often used with Player models, it has nothing to do with the Player object class.
TSShapeConstructor is like a scriptable post-export step that lets you prepare a model for use with some other object class (Player, StaticShape, TSStatic etc).
#4
07/19/2009 (8:34 pm)
Quote:prepare a model for use with some other object classGotcha, StaticShape category promptly added to my object editor's library. Now I realise what I was doing wrong previously.
#5
07/19/2009 (8:41 pm)
See the Docs are not clear for newbies
Associate Steve Acaster
[YorkshireRifles.com]
edit
From the docs ... which aren't entirely correct on this section at the moment