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Hash, Inc. - Animation:Master

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Posted

I'm the author of a perl SDK.

 

The next step in its evolution is output

to game data.

 

I have long ago taken the view that the geometry is

the central database of large virtual environments.

After basic rendering the main task is for direct connection

from a high level description of an environment within

a geometry tool. Ours is Animation Master.

 

A problem has arisen within the online communitites

that they lack this geometry tool, usually called middleware.

They can code the fastest texture and triangle strips procedures

yet they cannot demostrate nor scale their basic code.

 

Anyway my anticipated route to the PS2 engine is to directly create

DMA chains from an animation master database using my perl

SDK. This route avoids completely the standard export of known

geometry files. Such files form a barrier to the inherent logic of all

the included objects in a choreography for instance (decals in .dfx?).

I already have made preliminary surface creation code from splines.

 

If you don't know about the role of Playstation 2 DMA chains, you need

to- you might think in the wrong direction- eg OpenGL.

PS2 is about small data caches large pipelines .i.e., texture streamed along

side polygons.

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Posted

I have no idea how people create 3d with AM to a game engine, I have a chance to participate in a PS2 production but when I told them I use AM, they asked me if there is any examples to show that it has been done before at least by someone else.

 

Could anyone please describe the process? I can do the modeling but how does it work in an interactive environment? does the actions get saved as morph targets?

 

Also what do the programer need compared with their current tools like Maya and 3d Max?

 

Sorry, I don't play video games. Thanks.

Posted
I have no idea how people create 3d with AM to a game engine, I have a chance to participate in a PS2 production but when I told them I use AM, they asked me if there is any examples to show that it has been done before at least by someone else.

 

Could anyone please describe the process? I can do the modeling but how does it work in an interactive environment? does the actions get saved as morph targets?

 

Also what do the programer need compared with their current tools like Maya and 3d Max?

 

Sorry, I don't play video games. Thanks.

go over to http://www.obsidiangames.com and get AMXTex

 

Can convert your models and animations to .X format for use in game engines.

 

Then for inspiration read this, http://www.hash.com/news/articles/avalanche/

Which is a spotlight on Avalanche software that used AM to make Tak and Tak2(commercials and ingame animation).

Posted

So- with this AMXtex ($20US) A:M models can be exported FROM A:M TO a game creating software such as: WildTangent, Blitz3D, DarkBASIC

 

What about the rigs...do you animate in A:M and export the action as well...or does the rig transfer into the .x file for animating in the game creator... ?

 

Out of those 3 packages...( WildTangent, Blitz3D, DarkBASIC) are there any preferences? I see that 2 of them use a variation of 'basic' to code the game...

 

I'm curious about gaming...I tried to download a couple from those sites (the 24 driving game from Wild Tangent installed abunch of stuff on my machine that my Norton's did not like AND THEN crashed-out...GREAT!)

 

If anyone could elaborate loosely on the process I would send them a buck via email...

 

MC

Posted
So- with this AMXtex ($20US) A:M models can be exported FROM A:M TO a game creating software such as: WildTangent, Blitz3D, DarkBASIC

 

What about the rigs...do you animate in A:M and export the action as well...or does the rig transfer into the .x file for animating in the game creator... ?

 

Out of those 3 packages...( WildTangent, Blitz3D, DarkBASIC) are there any preferences? I see that 2 of them use a variation of 'basic' to code the game...

 

I'm curious about gaming...I tried to download a couple from those sites (the 24 driving game from Wild Tangent installed abunch of stuff on my machine that my Norton's did not like AND THEN crashed-out...GREAT!)

 

If anyone could elaborate loosely on the process I would send them a buck via email...

 

MC

I'm still learning how to do games with A:M. But my recommendation would be to use the Torque Engine http://www.garagegames.com It's the same engine that was used for Tribes.

 

Cool thing is that it has it's own scripting, but it also includes the actual code of the engine as well. Not just a scripting interface.

 

You can then compile for Mac, PC, or even Linux. The other plus is that there are games that are running on XBox Live Arcade now that used the engine. If your aspirations are beyond just PC it's the best way to go. The other thing is they just added a 2d engine.

 

Regarding getting your models from A:M to Torque, you will have to do a step to go from .x to Torque.

 

Basically export from AMXtex to .x, then import to Ultimate Unwrap http://www.unwrap3d.com/formats.aspx ($50). Then you will be able to output to Torque(or pretty much any game format). Hopefully this step will no longer be needed eventually, as there is talk of a plugin to export directly to Torque, in the sdk forum(but there haven't been any recent updates).

 

Regarding getting animation out of A:M you can export that with AMXtex and have the animation data reside inside the models .x file (appended) or as separate files to be called. I'm still experimenting with this so I'm not too sure which is better.

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