THE CD-ROM THAT ACCOMPANIES THIS BOOK MAY BE USED ON A SINGLE PC ONLY.. THE LICENSE DOES NOT PERMIT THE USE ON A NETWORK OF ANY KIND.. YOU FURTHER AGREE THAT THIS LICENSE GRANTS PERMISSI
Trang 1using viewing tools, 6–7
using viewport controls, 5
producing simple shape animation
creating datablock, 159–161
editinggame.csto call script, 161
overview, 159
projectile hierarchy, 152
projectile.dts, 152, 154–155
properties, adjusting for easier modeling,
171
proxies
for helper bones at hips, 229
troubleshooting, 288
ProxiesAndLinking.wmv, 229, 294
pulsing light, 109
R
railgun animation, 129–131
railgun.cs, 154
raised pixels, creating, 209–211
raygun, see weapons
raygun.cs, 154–158, 162
raygun.dts, 154, 156–157
Raygun.max, 54
RaygunTextured.max, 54
ready position, 187, 204, 226, 247
real-time rendering, 16, 20, 32, 233
Reflective map, 105–106
reflectivity
Assign Material to Selection, 106
changing Mono Channel Output to
Alpha, 106
defining reflective material in 3ds Max,
105–106
Reflection mapping in Photoshop,
104–105
Show Map in Viewport, 106
Rendering dialog box, 217
rendering out UV template, 72–73
rendering using Texporter, 73–75
Reset command (File menu), 4
rigging
assigning weights to vertices with
Absolute Effect, 237–238
assigning weights to vertices with Weight tool, 238–240
avoiding chewing gum effect, 241–242 changing skeleton while skinning, 242 COM object, 224–225
combining bones with bipeds, 248–249 creating bipeds, 176, 223
creating optional controller objects, 244
deciding between bones and biped, 222 defined, 222
examining skinning process, 232–241 fitting biped to character mesh, 230–232 keyframing to check mesh deformation, 243–244
Kork player biped with custom mesh, 245–248
looking for vertex collapse, 243 minimizing vertex collapse, 225–230, 247–248
modifying parameters after creating bipeds, 223
moving and rotating bones to check vertex assignments, 241–244 moving bipeds, 225
overview, 222 robots, 244–245 rotating bipeds, 224 setting up mesh as 3D template, 222 understanding bipeds, 223
unwrapping before, 190 robots
creating base metal texture, 213 creating scratched and peeling paint, 215–217
with multiple meshes, 186–187 rigging, 244–245
unwrapping, 201 root animation sequence, 282 root cycle, 257–258
root pose, 247–248, 256–257 RootAnim.max, 258
RootPose.max, 258 Rotate gizmo, 12, 35
Trang 2Rotate tool
accessing, 3
compared to Arc Rotate, 7
gizmo, 6
rotating
bipeds, 224
bones to check vertex assignments,
241–244
run cycle
constrainingcammarker, 263
defined, 258
improving, 264–265
keyframing biped to run, 258–263
troubleshooting, 289
viewing and adjusting trajectories, 264
RunCycle.wmv, 259, 294
S
saving
3ds Max (.max) files, 18
Figure file, 231–232
Scale gizmo, 27
Scale tool
accessing, 3
gizmo, 6
scaling
to fit Torque Engine, 54–55
hands for character mesh, 178–179
UVs, 80–81
Scene Undo levels, 4
Schematic View, 129, 140
screen resolution, 2
scripting characters
AIplayer.cs, 286–287
for different character meshes in game,
284–287
Game.cs, 286
overview, 282
player2.cs, 285–286
player.csanimation script, 282–284
player.csdatablock script, 284
scripts
script file editing, 137
scripting health patch animation, 148–149
seams, repairing with Clone Stamp tool, 102–104
secondary motion, 252 Select and Link, 128–129, 228 Select and Move button, 5 Select by Name, 129, 144–145 Select tool, 5
selecting primitives, 5 Selection button, 8 selection windows, 8 Self-Illumination, 120–121 SemiOpaqueMaterials.wmv, 110, 293 Sequence objects
embedding, 146–148 export settings, 279 Set Tangents to Linear, 131 SettingUpGameFiles.wmv, 282, 293–294 shape, adding to character mesh, 175 Shapes list, 161
shapes, simple, see simple shapes
Shell modifier, 184–185 shoulders and vertex collapse, 225 Show Frozen in Gray, 43, 171, 222 Show Map in Viewport, 15, 69, 106, 170, 202
Show Tool Pro, Torque, 281–282 side cycle, 265–266
silver faces, 20 simple shapes animating, 127 modeling, 22–23 producing animation, 159–161 setting up and exporting, 140–145 shape doesn’t appear in game, 162 skeleton
applying via Skin or Physique, 232 changing while skinning, 242 nonintuitive dependencies, 255 Skin modifier, 232–233, 246–247 SkinModifier.wmv, 233–234, 294 skinning
adjusting envelopes, 233–237 applying skeleton via Skin or Physique, 232
Trang 3applying Skin modifier to character
mesh, 233
changing skeleton while, 242
deciding which bones to add to Skin
modifier, 233
defined, 233–234
moving bones after skinning has started,
237
prerequisites for, 232
SkinningAbs.wmv, 238, 244, 294
SkinningWeightTool.wmv, 239, 294
Slice Plane, 12–13, 173
Smooth+Highlights, 5, 11, 15
Smoothing Groups
assigning, 107
modifying, 118–119
texturing characters, 208
smoothing, turning off, 58–59
snap, adjusting, 4
Snaps toggle, 4
spacesuit texture, 208–209
spine, 236
Standard toolbar, 2, 5–8
starter.fps, 129, 134, 137, 149–150
static shapes folders, 135
steel, textured, 107
stitching edges, 70, 80, 92, 192–193
strafe cycle, 265–266
stray vertices, 20, 190–191
structurally sound models, creating, 20–21
symmetry
adding, to mirror and weld vertices
si-multaneously, 47–54
adding, to speed up modeling process,
171
Symmetry modifier, 47–48, 53–54,
171–172, 194
T
Tangency types, 127
template planes
applying templates to planes, 170–171
creating, 169
freezing templates, 171
orienting, 169–170 setting up units, 169 snapping to origin, 170 templates
basic run, 259 creating, for weapon model, 42–43 creating UV template, 200
rendering out UV template, 72–73 setting up mesh as 3D template, 222 Texporter, 73–75
TexturedSteel.psd, 107, 208 textures
baking into mesh, 205 creating from scratch, 97 creating in powers of two, 97 distorted, 219
metal, 117, 213–214 modeling, in 3ds Max, 217–218 reptile, 218
scratched and peeling paint, 215–217 steel, 107, 218
using digital photos for, 96 working with Photoshop, 97 texturing
ammo box, 119–122 animating transparent exhaust material, 109–110
applying Layer Styles, 107–108 applying materials in 3ds Max, 111–112 appropriate equipment for, 96
astronaut’s face, 211–213 See also
texturing Bevel and Emboss effect, 108, 115–116, 210
billboard, 119, 121, 150–151 consideration, 96
consistent lighting, 96–97 creating ancient metal, 117 creating scratched and peeling paint, 215–217
creating textured steel, 107 defining reflective oil drum material in 3ds Max, 105–106
drop shadows, 108, 209, 216–217
Trang 4health patch, 107–112
helmet texture, 211
highlighting, 217
Image mode settings, 97
Inner Glow effect, 108, 210
Layer Styles to create raised pixels,
209–211
misaligned unwrap, 219
modifying Smoothing Groups, 118–119
oil drum, 101–107
Outer Glow effect, 108
power charger, 115–119
preparing UV template in Photoshop, 99
pushing pixels with Liquify tool, 101–102
Reflection mapping in Photoshop,
104–105
repairing seams with Clone Stamp tool,
102–104
robot, 213–217
scratched and peeling paint, 215–217
setting up in Photoshop, 208
Smoothing Groups, 107, 208
spacesuit texture, 208–209
textures not in game, 162
troubleshooting, 219
using actions to save time, 98–99
using IFL material, 109–111, 131
using Layer Effects, 98
using Layer Mask for nondestructive
editing, 98
using Layer Mask for ribs, 211
using Layer Styles, 216–217
using layers for flexibility, 98
using offset to make texture wrap, 102
weapon, 112–115
3ds Max
adjusting grid and snap, 4
DTS Export Utility, 140, 144
installing DTS exporter, 136–137
introduction, 2–3
setting preferences, 4
setting up template planes, 169–171
shortcut keys, 97–98
using drop-downs and panels, 3
workspace, 2–3
threshold, weld, 25–26, 190–191 Time Configuration, 126, 262 Time Slider, 124, 131, 243 T-junction, 20
Torque Editor, 137 inserting simple shape into game, 141–143
Torque Game Engine applying LOD, 143–144 checking console window, 138–139 exporting game art from 3ds Max, 134 folder structure, 134
saving and renaming missions, 138 setting up, 136–139
setting up for FPS, 137 Torque Show Tool Pro, 133, 139, 257, 266,
269, 281–282, 290–291, 294 trackball and Arc Rotate, 7 trajectories, 264
transform animation, 124, 136 transparent
exhaust material, 109–110 and frozen meshes, 222 turning edges, 182–183 twins/twinning, 252
U
Unlink Selection, 129 Unwrap modifier, 75, 84, 205 Unwrap UV modifier, 59 Unwrap UVW modifier, 61–66 unwrapping
accessing selections in Edit UVWs dialog box, 203
adjusting UVs on body, 196 ammo box, 82–83
applying Cylindrical map to model, 59–61
applying Normal map, 66–67 applying Planar map, 85 applying Unwrap UVW modifier, 61–66 applying utility material, 68–69
assigning Mesh IDs to polygons, 202–203 baking texture into mesh, 205
body with Normal map, 194–197
Trang 5breaking and overlapping UVs, 195
breaking and reorganizing UVs, 195–196
breaking and scaling UVs, 80–81
character, overview, 190
correcting edge UVs, 79–80
correcting flaws in UVs, 69–70
creating Multi/Sub-Object material, 202
creating UV template, 200
deciding between material/object color,
58
described, 58
faces, 197–199
hands, and adding to body, 191–196
health patch, 90–94
helmet, 201
mirroring and aligning normal-mapped
UVs, 75–78
moving UV vertices to improve mapping,
71, 85–86
with multiple materials IDs, 202–203
Normal mapping cooling fins, 78–79
oil drum, 58–75
Pelt map, 198
Planar maps, 191–196
planning for, and character modeling,
166
power charger, 84–90
rendering out UV template, 72–73
before rigging, 190
robot and component mesh, 201
saving, loading, and combining UVs,
204–205
stray vertices, impact of, 190–191
stray vertices, removing, 190–191
turning off smoothing, 58–59
using Planar map for more complex
mod-els, 86–90
using Texporter for UV rendering, 73–75
weapons, 75–82
Utilities panel, 2, 21, 73, 166
utility material
applying, 68–69
defined, 68
UV rendering, 72–75 UVs
adjusting on body, 196 adjusting on face, 197–198 applying photo to face, 212–213 breaking and overlapping, 195 breaking and reorganizing, 195–196 saving, loading, and combining, 204–205 UVW gizmo, 59
UVW Map gizmo, 61 UVW Map modifier, 15–16, 42, 59, 61, 134,
169, 183 UVW Mapping modifier, 15, 61
V
vertices adding symmetry to mirror and weld vertices simultaneously, 47–54 Assertion error during vertex merge, 274, 290
assigning to every bone, 236 assigning, to helper bones, 235 assigning weights to, 237–240 Cannot Collapse error, 288 improperly assigned, 287 looking for vertex collapse, 243 manipulating for chair model, 14 minimizing vertex collapse, 225–230, 247–248
moving UV vertices to improve mapping,
71, 85–86 moving/adding for character modeling, 172–174
stray, 20 welding for chair model, 14 welding, with weld threshold, 25–26 viewing angle, changing, 7
viewing tools 3ds Max interface, 2 using, 6–7
viewports 3ds Max interface, 2–3 Edged Faces, 5
Trang 6maximizing, and using arc rotate, 11
Smooth+Highlights, 5
using controls, 5
Wireframe, 5
Views flyout, 5
visibility animation, 130–131, 136
Visibility Track, 130
volume, adding to character mesh, 175
W
weapon.dts, 154
weaponname.cs, 162
weapons
adding symmetry to mirror and weld
vertices simultaneously, 47–54
animation, 129–131
breaking and scaling UVs, 80–81
components and hierarchy for, 152
correcting edge UVs, 79–80
creating template to model by, 42–43
editingraygun.cs, 155–157
folder, 135
introduction, 41
mirroring and aligning normal-mapped
UVs, 75–78
modeling, 41–55
modeling with plane, 43–47
Normal mapping cooling fins, 78–79
preparing and exporting animations,
152–153
scaling to fit Torque Engine, 54–55 scripts for, 153–159
setting up and exporting, 151–159 texturing, 112–115
troubleshooting, 288–289 unwrapping, 75–82 view in game is incorrect, 162 Weight tool, 238–240, 243–244 welding vertices
adding symmetry to mirror and weld vertices simultaneously, 47–54 for chair model, 14
with weld threshold, 25–26, 190–191 Whole Shape, 140–141, 153, 277 Window Selection mode, 8 Wireframe, 5
wireframe, 139, 147, 152, 224, 233, 271 workspace, 2–3
World Editor Creator, 137, 141, 148, 149 World Editor Inspector, 137–138, 141–142,
148, 161
X–Z
X-axis, moving objects, 6 Y-axis, moving objects, 6 Z-axis, moving objects, 6 Zoom About Mouse Point setting, 4 Zoom tool, 6–7
Trang 7THE CD-ROM THAT ACCOMPANIES THIS BOOK MAY BE USED ON A SINGLE PC ONLY THE LICENSE DOES NOT PERMIT THE USE ON A NETWORK (OF ANY KIND) YOU FURTHER AGREE THAT THIS LICENSE GRANTS PERMISSION TO USE THE PRODUCTS CONTAINED HEREIN, BUT DOES NOT GIVE YOU RIGHT OF OWNERSHIP TO ANY OF THE CONTENT OR PRODUCT CONTAINED ON THIS CD-ROM USE OF THIRD-PARTY SOFTWARE CONTAINED
ON THIS CD-ROM IS LIMITED TO AND SUBJECT TO LICENSING TERMS FOR THE RESPEC-TIVE PRODUCTS
CHARLES RIVER MEDIA, INC (“CRM”) AND/OR ANYONE WHO HAS BEEN INVOLVED IN THE WRITING, CREATION, OR PRODUCTION OF THE ACCOMPANYING CODE (“THE SOFT-WARE”), OR THE THIRD-PARTY PRODUCTS CONTAINED ON THIS CD-ROM, CANNOT AND
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