saindd Posted December 9, 2015 Share Posted December 9, 2015 According to this: http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Primer/torque_art_primer.htmlThe export of ground transforms depends on the modeling package, which i'm assuming depends on a specific DSQ plugin, like the one for Milkshape. Is this information still valid? How can i export a ground transform from Maya to COLLADA and, then, Torque? Quote Link to comment Share on other sites More sharing options...
Duion Posted December 9, 2015 Share Posted December 9, 2015 No idea what this is, but my walk animation works well. Quote Link to comment Share on other sites More sharing options...
JeffR Posted December 10, 2015 Share Posted December 10, 2015 You SHOULD be able to just move the root node of the model/rig as part of the animation, and it should try and auto-calculate the ground speed based on that. Quote Link to comment Share on other sites More sharing options...
saindd Posted December 10, 2015 Author Share Posted December 10, 2015 So, in theory, i just have to make sure my movement animations are not in-place, so the engine can calculate the difference between the root node and the bounds? What if i don't have a bounds object, using the one specified by the engine? Quote Link to comment Share on other sites More sharing options...
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