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The following guide will show you how to export a skinned model from Maya to Torque. The basic steps Creating a character for Torque involves an 18-step process: 1. Set up Maya’s workspace to work with Torque 2. Create you character model 3. Triangulate your model 4. Freeze transformations on all geometry 5. Delete model history 6. UV mapping the model 7. Create LOD meshes (optional) 8. Naming the model parts for LOD identification 9. Rigging and skinning your model 10.Adding special nodes 11.Adding collision meshes and LOS meshes 12.Embedding your model in the Torque hierarchy 13.Registering any LOD meshes 14.Modifying the hierarchy 15.Creating a bounding box 16.Animating the model 17.Creating a configuration file 18.Exporting the model. The first step needed before creating your model is to set up Maya’s workspace so that its units and axis match those used by Torque. To do so, load up the DTS Utility, then in the DTS Utility menu select Setup Set All Units. You are now ready to create your character’s geometry. Note: When modelling your character, ensure that it follows the Torque axis system i.e.: Z axis is up, Y axis is forward and X axis is right, Delete model history This step is important as it gets rid of a lot of unnecessary information which would otherwise be exported and could cause problems. Create LOD meshes (optional) LOD meshes are low poly versions of the main model that Torque displays instead of the main model when the model is far away from the camera. Rigging and skinning your model
Now that the model geometry is complete, you are ready to rig and skin the model.

Tags : model geometry, axis system, poly versions, model history, utility menu, character model, creating a character, uv mapping, bounding box, rigging, torque, hierarchy, configuration file, rig, transformations
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