TL;DR: I have a T3D build on github that incorporates the animation recording and saving functionality from Ecstasy Motion, so you can blow up ragdolls and save them out to dsqs.
So, this hardly qualifies as a proper "Show-off" yet, it's not anywhere near done or anything, but since it's been pretty quiet around here, and I did just commit up some code that could be potentially useful to somebody, I thought I'd share a bit about what I'm doing anyway.
Before I forget, the repos in question are here (for the engine):
https://github.com/ChrisCalef/Torque3D/ ... _sim_earth
and here (for the game directory):
https://github.com/ChrisCalef/OpenSimEarth_game
Don't get too excited yet, like I said they're in no state for distribution... but bookmark those babies, I have a LOT of plans for them!

(Sorry for the most boring screenshot ever, but I'll explain the one interesting feature in a minute.)
Sooo.... what am I doing, anyway?
Basically, if you've been around these parts for any length of time, you must have heard me go on and on about Ecstasy Motion. (If you're a newcomer, go check out my blogs at garagegames.com, if you have all day.) Long story short, the idea has always been to make a T3D build enabled with ragdoll physics, animation editing capability, and a bunch of AI tools like navmeshes and behavior trees, and aim it at the independent filmmaker market, to generate animations for export to Maya or other movie making software. My projected price point has always been in the $99 to $199 range.
This has appeared to be a viable plan for some number of years, even though I knew it was taking me way too long to finish, but recent research has convinced me that at least in terms of Maya, I may have less of a niche than I previously thought. (Hint: google Miarmy).
No final decisions have been made, but at the same time, I've also been finding myself very powerfully drawn to my OpenSimEarth project idea, starting with this blog from a couple of years ago:
http://www.garagegames.com/community/blogs/view/22269
And then more recently this one:
http://www.garagegames.com/community/blogs/view/22953
Meanwhile, however, I'm still working on the movie project that has gone hand in hand with EM from the beginning:
https://www.facebook.com/Portlingrad
This film still needs the logic from EM in order to be completed, and I'm still convinced that there is a lot I could offer to other indie film producers. However, I've decided to go ahead and merge as much of my EM functionality as possible with my OpenSimEarth branch, making it fit in more properly into the engine, and make as much as possible available to Torque developers. Wherever relevant and desirable, I'd love to PR specific items into the T3D trunk.
So anyway, back to that boring screenshot above. The one new thing you can see there is a "Scenes" dropdown menu, with "+" and "-" buttons next to it. What's going on there is the ability to load and unload (unload isn't plugged in yet) physicsShape actors into a scene, from my sqlite database. Once there, the new and exciting bit as mentioned above is the ability to record sequences. A call to my script function "startRecording()" will cause all actors to start saving their current node rotations and base node translation to internal arrays. Then a call to "makeSequences()" will cause them all to save these rotations into dsqs, named after their database sceneShape id.
This ability is not limited to physics ragdoll effects, you can also use it to record an actor running around the world and performing various actions, such that you could play back a whole scene from only canned anims and not have to run the physics and AI on those characters anymore.
It may seem crazy for me to be giving away the crown jewels of EM like this, but I'd rather have the participation and help of the Torque community than whatever money I could make off of this code around here. I am considering adding something along the lines of "Pro Tools" for OpenSimEarth, however, where I will enable export to FBX and/or BVH, and that could be where I get to charge my hundred bucks or so from the indie filmmakers.
Anyway, that's basically it for the moment. Expect more functionality and some working web presence at opensimearth.org/.com sooner or later.
And, because you made it this far, here's another screenshot, this time with some violence in it. I did shoot those guys, and I'm not even sorry.
