Game Development Community

Setting up your own character

by LeroyIsbell · in Torque 3D Professional · 07/10/2011 (11:54 pm) · 5 replies

Hello All,
Where can i find a tutorial on setting up a character in maya 2009 with animations and exported in DAE format.

Thank you,
Leroy

#1
07/12/2011 (9:21 pm)
Maybe i didn't explain that better.
I would like to know where i can find the information about what have to do to make a character in maya2009 and what to name the bones.


Where can i find this info on the website.

Thank you,
leroy
#2
07/12/2011 (10:07 pm)
if you want to make your own rig and animations for that rig, you don't need to match anything to the engine.
Model, Rig, Animate, Export, Import...then use the shape editor to split the DAE animation data into usable animations with the Editor which will write a TsShapeConstructor.

So really, you can use any character development tutorial for Maya..or if you're good already, just make one and use it!

GL2U
#3
07/13/2011 (5:12 am)
why DAE? use the DTS/DSQ approach. Once I tried to rework a character to DAE - it was a nightmare for me...
#4
07/13/2011 (10:28 pm)
Hey Guys,
Thank you for responding,

I currently own maya 2009 and 2010. I can not find a plugin for either of these versions for DTS/DSQ export. So maybe the DAE can work for me.

So, G.A.S. what is TsShapeConstructor what must you do to setup the rigged character for export? Please explain "Import...then use the shape editor"

Thank you,
Leroy


#5
07/14/2011 (6:32 am)
The TSShapeConstructor is an 'object' in the engine that you use to 'assemble' the DTS shape for memory load. If you know Torque Scripting well enough; you could 'script' your shapes with an IDE or text editor.

To make it easier for Torque Developers to setup art assets, Garage Games has put the 'Shape Editor' into the user interface. It's a pop-up editor within the realm of the 'World Editor'[F11 key]. In the Editor is the ability to assemble shapes and 'Save' them out to DTS format. This is where you would bring your DAE data in and edit it to what you need in your DTS shape. In fact, when you 'Import' a DAE binary file, it gets converted to a 'cached.DTS' file....but still with the original DAE data[one single animation 'clip', odd material names, etc...].

Read up in the Official Documentation about the 'Shape Editor' and the TSShapeConstructor object....it will be worth your time.