How is animation handled?
by Josh Albrecht · in Torque Game Engine · 08/19/2001 (7:41 pm) · 7 replies
I was under the impression that animation was handled with a single skeleton in-game like Half Life. But someone told me that they were not.
Now I am confused. How do animations work? This is a very important topic for me, because my game requires alot of animation for combat. I was hoping that it was easy to blend animations from the left and right arms, and do other good animation stuff. So whats the deal? What can, and cant the engine do right now?
I dont want to have to completely redo the animation system, but I guess I might have too... :(
Now I am confused. How do animations work? This is a very important topic for me, because my game requires alot of animation for combat. I was hoping that it was easy to blend animations from the left and right arms, and do other good animation stuff. So whats the deal? What can, and cant the engine do right now?
I dont want to have to completely redo the animation system, but I guess I might have too... :(
#2
How about how to apply skeletal animation for T2... ?
08/27/2001 (10:02 pm)
Are there any *good* online references about how to do skeletal animation ? I've read a couple of things on the subject, I think they were on planetquake (maybe not), and now I think I know less than before I started ...How about how to apply skeletal animation for T2... ?
#3
10/06/2001 (8:32 am)
what do you mean when you say that skeletal animations can be blended on the fly?
#4
http://www.planetfortress.com/tf2models/tuto/3dsmax_sc/tuto_3dsmax_sc7a.htm
but i need to know is how to blend the first part of one animation with the second part of another, for a fighting game. for example, move #1 and move #2 both start from the same fighting stance. but say halfway through move #1 the player wants to chain combo into #2 without restarting from the original fighting stance, can blending do this? does this make any sense the way ive explained it?
10/06/2001 (9:02 am)
ok i understand what blending is now, read scarecrow's tut at http://www.planetfortress.com/tf2models/tuto/3dsmax_sc/tuto_3dsmax_sc7a.htm
but i need to know is how to blend the first part of one animation with the second part of another, for a fighting game. for example, move #1 and move #2 both start from the same fighting stance. but say halfway through move #1 the player wants to chain combo into #2 without restarting from the original fighting stance, can blending do this? does this make any sense the way ive explained it?
#5
10/06/2001 (9:52 am)
You can blend from one sequence to another. When you set a new sequence, you can specify whether to transition smoothly or not. The only caveat here is that this is a straight bone transform blend, with no constraints. This works very well most of the time, but can produce strange results.
#6
10/06/2001 (10:48 am)
by strange results, do you mean characters moving through seemingly unrealistic contortions? by no constraints, do you mean that elbows can bend the wrong way, the neck can swivel too far, etc.? sorry for all the dumb questions...
#7
10/06/2001 (3:39 pm)
That is what I meant :)
Torque Owner Tim Gift