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U-M CIS 587 - Torque Animation

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Torque AnimationGeneral Method - 1General Method - 2DTS and DSQWhat is DTS?DTS Works WellDTS Works PoorlyTorque Animation Sequences - 1Torque Animation Sequences - 2Torque Animation Sequences - 3Exporting to TorqueExporting from MayaInstallationExample - 1Example - 2Collision Details - 1Collision Details - 2Collision Details - 3Materials and Textures - 1Materials and Textures - 2Materials and Textures - 3Sequence Nodes - 1Sequence Nodes - 2Character Basics - 1Character Basics - 2Character Basics - 3Character Basics - 4simpleBox.CS ScriptViewing in ShowTool - 1Viewing in ShowTool - 2Viewing in ShowTool - 3Slide 3201/14/19 1Torque AnimationCIS 487/587Bruce R. MaximUM-Dearborn01/14/19 2General Method - 1•Construct a skeleton that corresponds to the components of the model•Attach the skeleton to components (this process is called rigging)•Create sequence of keyframes (e.g. skeleton poses)01/14/19 3General Method - 2•The Torque engine performs animation by calculating the positions of the meshes in the model from the position and rotation of the nodes (i.e. the bone joints) based on where they appear in the animation time line01/14/19 4DTS and DSQ•The animation sequence can be embedded with the model in the DTS file•The the sequence information can be separated from the DTS model and stored in a DSQ file (allowing two different animations to be played for the same model – known as blended animation)01/14/19 5What is DTS?•Unlike 3D modeling packages or motion pictures, a game engine must be able to render huge amounts of geometry and effects in real time. •In order to do this, many shortcuts are taken in the rendering process to ensure optimal framerate. •DTS is a model format designed to be both flexible and optimized for rendering in the Torque Game Engine.01/14/19 6DTS Works Well•Small complex objects (such as rocks and weapons and can be attached to players) •Character models (Characters can be animated using bone structures). •Vehicles (Players and weapons can be mounted on them and controlled by players). •Animated details to be added to structure (rotating radio towers, turrets, and other dynamic objects).01/14/19 7DTS Works Poorly•Buildings and other large objects (DIF format much better suited for this purpose)•Objects requiring complex or precise collision. •Objects that will regularly take up several screen lengths (split them into smaller objects or use DIF).01/14/19 8Torque Animation Sequences - 1 •Root – standing•Run – fast forward•Walk – slow forward•Back – running backward•Side – strafing•Look – right arm (or weapon) follows gaze•Head – looks up or down•Fall – character in air01/14/19 9Torque Animation Sequences - 2 •Land – after a fall•Jump – while running•Death1 – first of 11 death poses•Looksn – look, hold weapon close•Lookms – look with loose arms•Scoutroot – player riding astride something•Headside – player turning head side to side•Light_recoil – reaction to firing01/14/19 10Torque Animation Sequences - 3 •Sitting – like in a car•Celsalute – salute when Ctrl-S pressed•Celwave – wave when Ctrl-W pressed•Standjump – another jump pose•Looknw – look weapon with arms looseNote: you can script others if you wish01/14/19 11Exporting to Torque•Once the animation model is rigged and sequenced in Maya, 3D Studio Max, or Milkshape the model needs to be exported as a DTS file to use it in Torque•The exporter allows you create several collision meshes that all need to be named Collision (you are not required to have any)•Keyframe sequence information is defined during DTS export01/14/19 12Exporting from Maya•The Maya2DTS Reference Guide located at the following URL: http://www.dannyngan.com/torque/maya2dts/•A file pack containing the files referenced is located at the following URL: http://www.dannyngan.com/torque/maya2dts/maya2dts_filepack.zip•You need a copy of Maya to make use of the plug-ins and examples (239 CIS)01/14/19 13Installation•Follow the directions for the Maya plug-in installation from the Torque documentation•Likewise follow the Maya configuration instructions to allow the use of the dtsUtility•Maya preference settings for Torque use–Unit = 1 meter (not 1 cm)–FPS = 30 (not 24)–Define a project workspace to save the exported models (Maya does not require this Torque does)01/14/19 14Example - 1•Create the simpleShape using Maya•Create the material for simpleShape•Export simpleShape as a DTS file•Put the simpleShape project file in your Torque game data shapes folder (need simpleShape.dts and simpleTexture.png)•Use the Show Tool to view the shapetorqueDemo -show01/14/19 15Example - 2•Click the Load Shape button, select simpleShape.dts, then click the Load button.•You can navigate around the shape by using the W, S, A, D, E, C, X, and Z keys.•The Level Detail button brings up a slide bar that allows you to explore different resolutions (the  key allows detail adjustment by distance)•Use the Quit button to exit01/14/19 16Collision Details - 1•Custom collision shapes can be created by assigning a negative detail number to the shape and creating a corresponding detail marker. •Shapes with negative numbers will export but not draw. Because Maya does not allow dashes ("-") in object names, underscores ("_") must be used.01/14/19 17Collision Details - 2•The Torque Game Engine presently uses detail markers named Collision_# with the mesh shapes named Col_#. The shapes must be convex hulls (no concave surfaces). •Keep the detail meshes as low in polygon count as possible, because collision can be processor intensive. •Vehicles are limited to ONE collision mesh for the collision shape.01/14/19 18Collision Details - 3•Here are some of the naming conventions: Collision_1 through Collision_9: These are collision markers. Col_1 through Col_9: These are the actual collision meshes. LOS_9 through LOS_15: Markers for line of sight, or "bullet", collision shapes. LOScol_9 through LOScol_15: Geometry for line of sight collision.01/14/19 19Materials and Textures - 1•Creating textures for Torque shapes is fairly straightforward. •You can use any paint/image editing program to create texture maps and then apply them to shapes in Maya (e.g. GimpShop)•All shapes must have actual image files connected to the material's Color attribute.•Procedural textures are not


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U-M CIS 587 - Torque Animation

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