3d max nodes/mount points
by Christian S · in Artist Corner · 06/01/2006 (4:01 pm) · 4 replies
Hello, I have a problem Ive been at for a couple of days now.
Been searching on GG, and Google for various "Text Strings", yet found most results of no use at all. Especially as links are dead, TDN is not filled in, or mentioning ofnodes/mount points usable -but not explained.
I know, I should know this in advance and all that -but I sadly do not, thus this question ;o)
I have created a shield to be used in melee in Torque.
The mesh is done, unwrapped and skinned. Bounding box is created and I have embedded -and the export is going fine.
But, for the shield to be mountable on a model I assume it needs a node, and thats my problem.
Do I just make a bone in max and thats it, or do I also need to tie all verts to this node, and/or more ?
(heres a link to my schematic)
http://www.islesofmidgard.com/various/schematic.jpg
Been searching on GG, and Google for various "Text Strings", yet found most results of no use at all. Especially as links are dead, TDN is not filled in, or mentioning ofnodes/mount points usable -but not explained.
I know, I should know this in advance and all that -but I sadly do not, thus this question ;o)
I have created a shield to be used in melee in Torque.
The mesh is done, unwrapped and skinned. Bounding box is created and I have embedded -and the export is going fine.
But, for the shield to be mountable on a model I assume it needs a node, and thats my problem.
Do I just make a bone in max and thats it, or do I also need to tie all verts to this node, and/or more ?
(heres a link to my schematic)
http://www.islesofmidgard.com/various/schematic.jpg
#2
06/03/2006 (6:22 am)
For shields and weapons and stuff I usually don't create any special mount node. If you mount an object to a node on your player without specifying what node to use on the mounted object torque will use origin. So just make sure you position your weapon/shield/whatever with the "handle" at 0,0,0 and you should be good to go.
#3
06/03/2006 (8:13 am)
Thanks a lot ;)
#4
I am wondering why my 512*512 texture in Torque is handled like This though - really beats me good, but Im sure its just the last 5 days 70+ hour @ Photoshop/3D max that are boiling my brain.
Btw - I make 3 shields, and 120 textures for each so far Samples
06/05/2006 (11:29 am)
I am not quite sure why you in This thread kinda suggest that theres a difference in shields and weapons. But I think I got that stuff by now.I am wondering why my 512*512 texture in Torque is handled like This though - really beats me good, but Im sure its just the last 5 days 70+ hour @ Photoshop/3D max that are boiling my brain.
Btw - I make 3 shields, and 120 textures for each so far Samples
Associate Logan Foster
Essentially what you need is to create a dummy that is named appropriately for the engine to know what it is and how to work with it (remember to include that named dummy in your CFG for exporting or it might get culled on export). Consult the DTS Nodes List PDF for a list of all the common default names that TGE/TSE accepts or looks for (you can expand this list yourself if needed via code).
I hope that helps.
Logan