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January 2001
All images and software
portrayed in this article are copyright and owned by their respective
owners. Use or reproduction is prohibited unless otherwise granted.
Making Games
with Caligari trueSpace: An Introduction
by Isaac Vanier

Image of Satellite
Moon and Digital Soapbox’s current production "Wave 99"
Introduction
There are plenty of choices out there when it comes to 3D modeling and
animation programs. The only problem is that most of them cost an arm
and a leg – and that doesn’t include the computer required to run
them. If you’re one of those fortunate enough to be on a project
endowed with a magnificent seven figure budget, you’re all set. But if you’re
one of us less fortunates, you can be faced with a handful
of choices that range from bad to worse.
That’s the story that many
have been faced with, myself included, as they search for some way to
create 3D art content for their games and engine tests. The first option
that many attempt is to create a custom 3D modeling package. The only
flaw in that plan is that it takes months, if not years of staring into
your monitor to create such a masterpiece. In the same period of time,
anyone with an arm or two can
make enough money to purchase 3D Studio Max
or the like by squeegeeing windshields at the closest stop light. For
me, at least, neither option seemed too appealing.
Another
option is to
purchase a commercial 3D-modeling program. However, finding one that can
do all of the required tasks can be a pretty daunting challenge. In case
you don’t already know, it goes something like this: search for a
modeler, read up, download demo, figure out how it works, become
frustrated by lack of features, delete. Repeat 20 times or until you
decide to crawl under a rock and die.
Not all is grim however.
Fortunately, there is a very appealing solution to the entire dilemma,
and it goes by the name of Caligari trueSpace 4. For most, trueSpace
includes all of the features needed, including the ability to
create single sided triangulated meshes, interior and exterior type
level geometry, objects, characters, animations, texture mapping,
excellent file exporting features, and plug-in extensions – to name a
few. The real kicker is that all of this goes for about $500 MSR (Manufacturer’s
Suggested Retail).
This article will go through some of the aforementioned features, and show exactly what it is
that makes trueSpace 4 such an excellent tool for any game developer on
a budget. This is not meant to be a tutorial on how to use trueSpace 4
specifically, but rather, an overview as to why this often under-rated
piece of software makes such a great game development tool.
Please take notice, that for
the rest of this article, I’ll refer to trueSpace 4 simply as tS.
Therefore, be forewarned that some of the features discussed here are
not available in earlier version of trueSpace. However, depending on
your needs, an older (and therefore considerably cheaper) version of tS
may suffice for your particular needs.
The Interface
We’ll start out with what most people seem to think is the worst part
about tS. Of all things, the biggest complaint has got to be the rather
unconventional user interface. People tend to stray from things that are
different, or out of the ordinary, and tS’s user-interface definitely
fits this category quite nicely. To be perfectly honest, I consider
myself to be pretty anal when it comes to this sort of thing. I like
standards. I dislike any program that forces me to use a skin to cover
up the standard Windows interface.

Image of trueSpace4’s user
interface
About 6 months before I
realized what a great tool tS was, I downloaded a demo, and was
completely turned off by the interface alone. I deleted the demo and
never looked back. That is, until 6 months later when I was in a bit
more of a pickle. I needed a 3D modeler more than ever, so I forced
myself to give tS another shot, and I have to say that I’m very glad
that I did.
After using the interface
for a few days, I actually began to appreciate it. Sure, it doesn’t
fit into the standard Windows paradigm, but it definitely stands on its
own two feet when it comes to quick access to features and ease of use.
And when it comes right down to metal, that’s all that really matters.
tS also includes a very
interesting and relatively new interface paradigm which Caligari refers
to as Widgets. Widgets are real-time 3D user-interfaces which exist
within the 3D work environment. Almost every tool that exists in the
standard 2D interface is also available through the Widgets interface.
Fortunately, Caligari realized that some people might prefer one
interface over the other, so they allowed the welcome option of turning
Widgets on or off.
So if you’ve ever given tS
a shot, and turned away, or you’ve never even tried it at all due to
its non-conventional interface, you may want to consider giving it
another shot. Although it’s true that the interface doesn’t use the
standard Windows setup, it does manage to reduce the amount of
uneccessary clutter in the workspace, and ultimately, gives an over-all
faster and easier access to features. Test it out for a couple of days,
and maybe you’ll begin to see the whole thing from a new perspective.
CONTINUED
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