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QSDK 1.1 Documentation |
The QSDK supports a complete authoring pipeline for textures, meshes, skins, lights, shaders, animations, fonts, particle systems and scene building.
The Q engine makes use of diffuse and specular texture maps. Alpha channels of diffuse maps are handled correctly, and there are optimizations for handling boolean alpha textures, i.e. textures where pixels are either opaque or totally transparent.
Textures may also be animated.
A variety of texture formats are supported by the QSDK. The exporters automatically pass the textures used in Max or Maya files into the resulting Q files. Textures may also be added explicitly to Q files if required; this is generally used for UI textures and particle effects.
The QSDK comes with exporters for Max and Maya which handle meshes, skins and their levels of detail.
For skins, the Q engine supports up to four bone influences per vertex.
See the QDemo2 production guide for more information on component building in Max and Maya.
Your programmers can use the QSDK to create exporters for other authoring packages if required. Source code is supplied with the exporters to help them get started.
The Q engine supports:
Lights and Shaders can be authored in Max or Maya. We recommend tweaking them in QStudio for true WYSIWYG editing.
All scene graph objects including skins can be animated in Max or Maya. See the tutorials and exporter documentation for more information. Texture animations may be authored in Max.
QStudio may be used to author complex animation state machines to drive skins in your application.
TrueType fonts can be imported into Q files.
A wide variety of particle effects can be authored and placed in QStudio.
Meshes and skins built in Max may be assembled into scenes within Max. Alternatively, scenes using components built in Max or Maya may be assembled in QStudio.
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