Torque Motion - Basic Animation Pack



Torque-Motion provides full realistic animations for use in Torque games production. Using cutting edge motion capture technology to capture and produce realistic looking, simple to import and simple to use animations.
Torque-Motion will work with Kork, Space Kork, Adam, and Ava out of the box as well as any other model that uses these animation rigs. Using motion capture animation on your characters is the simplest and best way to produce stunning realistic movement within your games. Give your Torque characters realistic, full 3D animations animations like those you've seen in AAA titles.
The use of motion capture in the production of 3D animations has not only increased the quality and realistic feel of the animation, but it has also drastically reduced the amount of time taken and the cost in hours spent manually animating each individual movement. Torque Motion Box Set will save you Time, Energy and Money.
Check out all of the animations at www.Torque-Motion.com

Features

- Over 60 full realistic Motion Capture DSQ Torque animation files s for Kork and Space Kork
- Easy to implement for beginners and advanced developers
- 60 DSQ Torque Animation files for Ava
- 60 DSQ Torque Animation files for Adam!
- Updated all the original .DSQ Torque animation files for Kork & Space Kork to be exported without any node transform
- Updated documents and code base for the previews
Version 1.1 includes :

- TM - Basic Animation Pack provides the basic animations you would find in most games. From 60 motion capture animations, all animations are latter hand animated to work smoothly with Kork, AdamPack and AvaPack. That means you will be getting 60 Torque animation files (*.dsq) for each model, making Torque Motion Basic Animation Pack loaded with a total of 180 Torque animation files(*.dsq) !!!

9 - Walking sequences
2 - Swimming sequences
3 - Sitting sequences
2 - Side Movement sequences
10 - Running sequences

4 - Root sequences
4 - Other sequences
7 - Jump sequences

11 - Death sequences
4 - Crouch sequences
2 - Crawl sequences
2 - Climb sequences
Note : The AdamPack and AvaPack are created by Spencer Boomhower. Both models will not be included in the Basic Animation Pack.
Please have a look in Adam' Gallery, Ava's Gallery and Kork's Gallery to see all their animations in action.




System Requirements
- Windows 95/98/SE/ME/2000/XP
- Pentium II 300
- 64 MB RAM
- 250 MB free hard drive space
- 4x CD ROM Drive
- OpenGL or DirectX Compatible 3D Graphics Accelerator
- DirectX compatible Soundcard
- Internet access
- Torque Game Engine or Torque Game Engine Advanced
About Chiang Mai Digital Works Co., Ltd.
![]() | Chiang Mai Digital Works Co., Ltd. Torque Motion produces and markets State of the art motion capture animations for games production. Box sets of animation moves include realistic, full 3D animations for Torque games engine developers. Our Products enable both beginners and advanced games producers to create realistic 3D games. Using motion capture animation is the simplest and best way to produce stunning realistic movement. Torque Motion Box Sets save you Time, Energy and money with stunning realistic results. All our animations are easily used by both advanced and beginners. |
Community Reviews and Discussion
Customer review from Matt Cuda, Jan 24, 2008 at 00:22 GMT 
"I am always skeptical when someone wants me to make significant modifications to the engine. In this case it appears I was once again correct to be concerned.
1. First, I went throught the developers guide step by step and tried to compile. I had numerous errors.
2. Went back and copied the C++ source files directly from the animation directory to the engine. It compiled kind of. I had to take out a variable which I assume is because the source code provided by Torque Motion was from a previous verison of torque.
3. Ran the game with this new code.
4. I hit the water running and my character sank strait to the bottom. As my character began walking out of the water, it suddendly began swimming, but not in the water but at the waters ege. I also noticed that the character's legs were dangling down through the map! This is certainly no way to make a professional game.
The animations look fairly good, but if the source doesn't work, then what good is it. I sent a support request to the company and I hope that they get back to me. Anytime I have asked a question with other content packs I have not received an answer. UPDATE 1/25/2008: SOMEONE DID CONTACT ME AND THEY ARE WORKING WITH ME. I will let you know what the outcome is. Hopefully I can change my rating and pass on some useful information. Please see FINAL EDIT below.
All I can say is be careful with this pack. If you are a highly skilled c++ game programmer you should be ok, but if you are a scripter then you may have issues.
Here are some other animations that would be nice:
1. Slashing for swords/knives
2. Thrusting for swords/knives/bayonets
3. Punching
4. Kicking
5. Sitting legs folded
6. Shield blocking
FINAL EDIT (bumped the rating up a star):
Customer support did help me a great deal. Here is what I ended up doing to get it running in TGE 1.5.2
1. Copy the C++ source code from the Torque Motion folder to the equivalent files and folders in the engine folder. Remember you can't do this if you have a currently modified engine. I recommend just starting from scratch (starter.fps) to get this up and running then modifying "your engine" later.
2. Compile the engine.
3. Copy the script files from the Torque motion folder to the equivalent folder\script files in the starterFPS project. Don't forget to remove the "s" from the player.cs file. This was noted above in another post.
4. Copy all of the animations to the starter.fps/data/shapes/player folder.
5. Launch starter.fps.
I also highly recommend purchasing Torsion to debug the scripts with. I hope this gets you heading in the right direction. I didn't want to go into too much detail here since it is supposed to be a review. Once you get the starter.fps running well then start adding it into your game. Do not do the opposite. Start with the starter.fps build.
One more item: if you are expecting the character to swim after jumping into the water from an object such as a bridge then you will be dissapointed. I am sure you could tweak the code in the engine to make this possible but it does not work out of the box. Very unrealistic."
Read all Reviews1. First, I went throught the developers guide step by step and tried to compile. I had numerous errors.
2. Went back and copied the C++ source files directly from the animation directory to the engine. It compiled kind of. I had to take out a variable which I assume is because the source code provided by Torque Motion was from a previous verison of torque.
3. Ran the game with this new code.
4. I hit the water running and my character sank strait to the bottom. As my character began walking out of the water, it suddendly began swimming, but not in the water but at the waters ege. I also noticed that the character's legs were dangling down through the map! This is certainly no way to make a professional game.
The animations look fairly good, but if the source doesn't work, then what good is it. I sent a support request to the company and I hope that they get back to me. Anytime I have asked a question with other content packs I have not received an answer. UPDATE 1/25/2008: SOMEONE DID CONTACT ME AND THEY ARE WORKING WITH ME. I will let you know what the outcome is. Hopefully I can change my rating and pass on some useful information. Please see FINAL EDIT below.
All I can say is be careful with this pack. If you are a highly skilled c++ game programmer you should be ok, but if you are a scripter then you may have issues.
Here are some other animations that would be nice:
1. Slashing for swords/knives
2. Thrusting for swords/knives/bayonets
3. Punching
4. Kicking
5. Sitting legs folded
6. Shield blocking
FINAL EDIT (bumped the rating up a star):
Customer support did help me a great deal. Here is what I ended up doing to get it running in TGE 1.5.2
1. Copy the C++ source code from the Torque Motion folder to the equivalent files and folders in the engine folder. Remember you can't do this if you have a currently modified engine. I recommend just starting from scratch (starter.fps) to get this up and running then modifying "your engine" later.
2. Compile the engine.
3. Copy the script files from the Torque motion folder to the equivalent folder\script files in the starterFPS project. Don't forget to remove the "s" from the player.cs file. This was noted above in another post.
4. Copy all of the animations to the starter.fps/data/shapes/player folder.
5. Launch starter.fps.
I also highly recommend purchasing Torsion to debug the scripts with. I hope this gets you heading in the right direction. I didn't want to go into too much detail here since it is supposed to be a review. Once you get the starter.fps running well then start adding it into your game. Do not do the opposite. Start with the starter.fps build.
One more item: if you are expecting the character to swim after jumping into the water from an object such as a bridge then you will be dissapointed. I am sure you could tweak the code in the engine to make this possible but it does not work out of the box. Very unrealistic."
Write your own Review
Product Support
In order to provide the best possible support and in keeping with the indie gaming culture, support for your product is provided by the actual developer that created it. GarageGames provides the tools, such as the forums and bug tracking systems to assist the developer in processing your support requests.
If you are having problems with this product please contact Chiang Mai Digital Works Co., Ltd. directly via this support mail system. Submit a Support Request




Windows,
Macintosh,
Linux

