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Torque 3D Development - Shape Editor

by Jason Hetu · 07/29/2009 (1:37 pm) · 31 comments

static.garagegames.com/static/pg/blogs/jason-hetu/Torque-3D_Development-Blog-Header.png

I would like to start off with a brief introduction since this is my first blog. I am Jason Hetu, UI Designer for Torque 3D. Chris Robertson and I have been working on this editor together, and I would like to show you what it can do.

static.garagegames.com/static/pg/blogs/jason-hetu/torque_3d_shape-editor.jpg

static.garagegames.com/static/pg/blogs/jason-hetu/torque_3d_shape-editor-icon.jpg Shape Editor Uses


The Shape Editor allows you to preview and play back animations from the scene or library. From there you are also able to see the object’s node hierarchy. This can be a very valuable tool because it also shows if your object is missing any nodes or animations that would prevent it from functioning properly in your game.

The Shape Editor can also be used to modify your 3D Shape's sequences and nodes. There are several reasons why you might want to use this feature. If your shape was exported out of Maya or Max and did not have an eye node, there would not be a first person view. This would make it impossible to use the shape as a player. With the Shape Editor it is easy to create one. If the node already exists but is called "FirstPersonView," you could simply rename it "eye" to make it function properly.

static.garagegames.com/static/pg/blogs/jason-hetu/torque_3d_shape-editor-animation.jpg

A simple way to find out whether you have the correct nodes or animations assigned to your shape is to go to the “Hints” tab and select your shape type. This is important because depending on your object type, the required nodes and animations will change. The nodes and sequences will show up in two roll-out menus. Any nodes or sequences with a red X are not attached to your shape, whereas those with the green check are attached. To create a new node or animation in the hints tab, simply double click on the missing node and it will be created. However, the node will still need to be positioned or modified to make it valuable to you.

static.garagegames.com/static/pg/blogs/jason-hetu/torque_3d_shape-editor-hints.jpg

It is easy to modify both nodes and sequences that are created from the "Hints" tab. First thing to note is that a node will be created in the hierarchy under your current selection, but don't worry if it is not parented correctly when you create it. Simply go down to the node properties and select parent and then select the desired node. Similarly, adding a new sequence will create a new animation with the current animation sequence selected as the source. This can be changed by going down to the source dropdown. Also keep in mind that an import .dsq dialog window will pop-up if you try to create a new animation while having "rootpose" selected.

static.garagegames.com/static/pg/blogs/jason-hetu/torque_3d_shape-editor-nodes.jpg

Nice Features


static.garagegames.com/static/pg/blogs/jason-hetu/torque_3d_shape-editor-toolbar.jpg

To top it off, the Shape Editor has a full preview window. This allows you to see your shape up close and personal. There is also a hide preview button that will make it easy to select objects in the scene to be opened in the Shape Editor.

For those of you who are used to video editing software, the Shape Editor will feel pretty similar. Hit the {Space} bar to play an animation sequence, {I} to set the in point, {O} for the out point, and {+}{-} to advance to the next frame.

There are several different views that help when viewing and editing animations and nodes, such as ghost mode (which shows a semi transparent model) and wireframe (which shows nodes).

The Shape Editor is a lot of fun to play with and can be a very useful tool as well. Hope you enjoy using it!

More development blogs to come. This is post #28.

Torque 3D development blogs:

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#1
07/29/2009 (1:51 pm)
Very nice! These 'requirements' questions are often only answerable by 'folks who know', good to have them right there in a tool.
#2
07/29/2009 (1:53 pm)
The shape editor is a big plus! Good job on that.. No complaints yet, but give me a little while.
#3
07/29/2009 (2:07 pm)
The overall usability is a huge deal, everything is much easier to figure out and a lot more pleasant to deal with.
Little things really make a big difference especially when you have to do them 30,000 time in the course of your project
#4
07/29/2009 (2:33 pm)
So I am guessing this will take the place of Torque Showtool?
#5
07/29/2009 (2:34 pm)
So, Shape Editor = New and Improved Showtool Pro?
#6
07/29/2009 (2:43 pm)
Love this tool.

@Tyler and Britt - No real reason to use Showtool anymore considering Torque 3D's built-in tools: Shape Editor, Material Editor, Decal Editor, plus the real time asset updating.
#7
07/29/2009 (2:46 pm)
That's what I am guessing...

Also, I would like to know something... How powerful are the physics in T3D?

Here is a video of the crysis engine at it's strongest. Could T3D handle something similar to this? On an average powered machine?
#8
07/29/2009 (2:55 pm)
Quote:Whats this?

This is the first map of the PC game crysis edited by the sandbox2 editor from crytek. It represents not the real framerate of the game with my computer system.

I made this video just for fun in one day.
The real framerate without rendering was around 0.2, that means every 5 seconds a picture in some parts, so its not playable in realtime with this amount of barrels in the year 2008.
To get this smooth video, i recorded each frame and processed all pictures to a 30 frame/sec. video

The side bar on youtube! So I would say Not In Realtime IMO!
#9
07/29/2009 (3:05 pm)
Dang... That'll teach me to read descriptions next time... Nice trick though...

But can Torque do something like that? =P

Ok, maybe it could with a supercomputer... Guess we gotta wait about 15 years... And another 20 to get it into an MMO...
#10
07/29/2009 (3:31 pm)
So is there anyway to just run the shape editor. Like through some kind of argument with the T3D exe or do you have to load a mission up and then go into it every time?
#11
07/29/2009 (3:32 pm)
The current work is awesome, congrats Jason and Chris!

Some feedback:

For the use I give to the Showtool, I would need some features regarding Level of Detail in this new Shape Editor. Like the slider to force the LOD change, and related information to that lod. Probably the same for billboards now that they work again on T3D.

Also the on-screen info that Showtool throws is aweosome, Pixel Size, Current Distance, Detail Polys...

Any chances of getting something on that order?
#12
07/29/2009 (3:47 pm)
This is no Show Tool Pro, but I guess I could deal with it as a replacement. Nice work.
#13
07/29/2009 (4:34 pm)
Quote:Here is a video of the crysis engine at it's strongest. Could T3D handle something similar to this? On an average powered machine?
Um, I don't think Crysis could handle that on an average-powered machine.
#14
07/29/2009 (4:39 pm)
LOD views for the shape editor sound pretty good.

EDIT:

Quote:Um, I don't think Crysis could handle that on an average-powered machine.

I know, I know... I didn't read the description and then I figured I must have REALLY underestimated the power of computers...
#15
07/29/2009 (6:20 pm)
Quote:This is no Show Tool Pro

Not yet it's not. There's some overlap in functionality (sequence playback, node visualisation etc) but there's also a lot of unique stuff in both tools.

I can see a lot of value in a 'Meshes' or 'Details' tab (to go along with Nodes and Sequences) that would let you do things like add and edit detail sizes, add collision and LOS meshes, add autobillboards etc.
#16
07/29/2009 (7:07 pm)
This tool is great, without it I would still be trying to figure out how to get my door animations to work.
#17
07/29/2009 (7:19 pm)
I am completely new to torque so the hints are going to save me alot of time.
#18
07/30/2009 (12:57 am)
@chris - Regading:
Quote:
I can see a lot of value in a 'Meshes' or 'Details' tab (to go along with Nodes and Sequences) that would let you do things like add and edit detail sizes, add collision and LOS meshes, add autobillboards etc.

Add that functionality and I'll have your babies, we waste so much time editting detail sizes in 3d Max to find the optimum level.
#19
07/30/2009 (1:12 am)
Quote:Add that functionality and I'll have your babies...

www.austinchronicle.com/binary/e79d/scaled.89.jpg
#20
07/30/2009 (2:53 am)
@Brett: Uh, that picture won't let me sleep tonight...
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