Game Development Community

Schematic view of model

by Jerane Alleyne · in Torque Game Engine · 01/07/2002 (6:32 pm) · 5 replies

I was asked to post a full schematic view of how I linked a working model (took a while, that's for sure). This uses Biped as the skeleton, however. Eventually, I'll try a model with a max bones system:

www.eventalpha.com/images/schem_view.jpg
I'm not sure if its the standard, but it works for me.

Hope this is helps some :)

#1
01/13/2002 (2:40 pm)
Jerane,

what is the unlink node for? I've seen it in a couple of schematics but can't find documentation on it?
#2
01/13/2002 (3:58 pm)
Also, could you post the rest of your schematic view (the shape, start nodes, etc.)

I'm getting an error on export which states:

too many subtrees:T2Autodetail only works with single subtree objects.

Any advice?
#3
01/17/2002 (6:38 am)
Hey Rhye,

To answer you're first question...I have no idea why the unlink dummy is needed :)
I believe I came across documentation sometime a while back as to why it was there, but have since forgot. I put it in just to be safe...

The reason you're probably getting that error is becasue you might have 2 scene roots in your file somewhere. Are you using that 'embed object' command? It makes a hiearchy automatically, but if you've already started one, you'll get the error when you try to export. If you post or send me your schematic view, I can see if there's one there, and what to remove.

My model is segmented, so its already there, in pieces. That pretty much shows everything I have in the scene (I haven't added all the LOD or colission boxes yet). Also, I updated the schem view above to reflect a new 3 segmented biped. This is mostly for blending and issues I've been having with the 'Eye' camera (that's a long story). Oh, I use Bip01 as my scene root, not a 'start' node. I found this way easier ;)

Hope this helps. Let me know if you need anything else.

later :)
#4
01/17/2002 (10:08 am)
Jerane,

I like the concept of three segments to the mesh. Is your approach similar to the Q3 style of model design?

I finally figured out what I was doing (with a lot of help from others) and I've got a model working now. You were right. I did have two scene roots. Bip01 and a start node. hehe.

Let me know how your segmented model approach works.

Good luck.
#5
01/17/2002 (11:16 am)
Heh heh, I never did any moels for Q3, barely played it :)

The main reason I use the 3 segmented spine is because of 2 reasons:

First, was due to the 'Eye' cam, the first person camera. 'Bip01 Spine' seems to be connected to the camera in some fashion. When I would have the torso, then linked to Bip01 Spine, rotated in a pose for an animation sequence, the model would turn in order to orient the torso to face forward, which would make the rest of the model look like it was at an angle. I beleived I solved the problem by rotating he bounding box, but by then I already altered the skeleton. I'm still not totally able to control how the 'Eye' cam works...it does seem to be linked to the position of the Sfirst Spine segment and the scene root, Bip01.

The second reason was to make it easier to handle multiple animations at one time. I use 'Bip01 Spine1' to rotate the torso up and down, and 'Bip01 Spine2' to rotate it left and right.

I have the models segmented because our models are primarily mechs in the game we're doing.

Later!

J