Author Topic: Making a new Player Model  (Read 1750 times)

I'm thinking about making the blockland minifigure more... connectedy. With a new model.

Can anyone tell me how the default Blockland player works? Join names? Node names? How to make a torque player model with something like Milkshape?

In my years of experience with Milkshape, it sucks. To put it simply, MS3D is bad for making character models. But if you want to learn what animations you need and nodes and such, look on the original model in Torque Pro Show Tool.
For animation names:
Code: [Select]
baseShape  = "./horse.dts";
sequence0  = "./player_root.dsq root";

sequence1  = "./player_run.dsq run";
sequence2  = "./player_run.dsq walk";
sequence3  = "./player_back.dsq back";
sequence4  = "./player_side.dsq side";

sequence5  = "./player_root.dsq crouch";
sequence6  = "./player_run.dsq crouchRun";
sequence7  = "./player_back.dsq crouchBack";
sequence8  = "./player_side.dsq crouchSide";

sequence9  = "./player_look.dsq look";
sequence10 = "./player_root.dsq headside";
sequence11 = "./player_root.dsq headUp";

sequence12 = "./player_jump.dsq jump";
sequence13 = "./player_jump.dsq standjump";
sequence14 = "./player_root.dsq fall";
sequence15 = "./player_root.dsq land";

sequence16 = "./player_armAttack.dsq armAttack";
sequence17 = "./player_root.dsq armReadyLeft";
sequence18 = "./player_root.dsq armReadyRight";
sequence19 = "./player_root.dsq armReadyBoth";
sequence20 = "./player_spearReady.dsq spearready"; 
sequence21 = "./player_root.dsq spearThrow";

sequence22 = "./player_root.dsq talk"; 

sequence23 = "./player_death1.dsq death1";

sequence24 = "./player_shiftUp.dsq shiftUp";
sequence25 = "./player_shiftDown.dsq shiftDown";
sequence26 = "./player_shiftAway.dsq shiftAway";
sequence27 = "./player_shiftTo.dsq shiftTo";
sequence28 = "./player_shiftLeft.dsq shiftLeft";
sequence29 = "./player_shiftRight.dsq shiftRight";
sequence30 = "./player_rotCW.dsq rotCW";
sequence31 = "./player_rotCCW.dsq rotCCW";

sequence32 = "./player_root.dsq undo";
sequence33 = "./player_plant.dsq plant";

sequence34 = "./player_root.dsq sit";

sequence35 = "./player_root.dsq wrench";

   sequence36 = "./player_root.dsq activate";
   sequence37 = "./player_root.dsq activate2";

   sequence38 = "./player_root.dsq left

Right, next question

You know how the blockland minifigure holds his arm up when there's a weapon, and down when it's not? I know it doesn't have a bunch of combinations of weapons for that, so how does it work?

Right, next question

You know how the blockland minifigure holds his arm up when there's a weapon, and down when it's not? I know it doesn't have a bunch of combinations of weapons for that, so how does it work?
All animations
Quote
   sequence16 = "./player_armAttack.dsq armAttack";
   sequence17 = "./player_root.dsq armReadyLeft";
   sequence18 = "./player_root.dsq armReadyRight";
   sequence19 = "./player_root.dsq armReadyBoth";
   sequence20 = "./player_spearReady.dsq spearready"; 
   sequence21 = "./player_root.dsq spearThrow";
For example, armReadyRight is used when holding the gun.

It's the precise nodes you need that seems to be amiss. You can look at the block guy character in torque show tool all you want but it still doesn't answer all the questions, like what the forget the ski nodes do and how the cam/eye nodes work. Also how to designate your character's feet so he doesn't spawn with his lower body submerged into the ground. This is the stuff I got stuck on.

Animations do work well however, and you can start testing a player character once you complete the Base character with all the nodes you think you need, export it under dts, then export a seperate dsq file of the model simply called root.dsq. Then, you can rename all the important movement animations to a temporary root.dsq and try to figure out what the hell is wrong with you model and which nodes aren't working, or missing.

One super important thing is that All .dsq files need to contain the same nodes/important shapes as the parent .dts, otherwise the game will crash when you try to spawn the character.

Also, animation sequences can be called via script I'm pretty sure, so you can add as many sequences as you want for extra animations. But, you model will still need a set of basic movement animations, or atleast the movements it will be restricted to using (see tank turret and why it forgeted your game when you tried spawning it on it's own, half the sequences are missing)
« Last Edit: November 10, 2008, 05:13:47 PM by Muffinmix »

Make new Animations instead, that would be nicer.

Make new Animations instead, that would be nicer.
Nit Possible with out the original file.