Game Development Community

New Animations

by Brian Wells · in Torque Game Engine · 08/23/2001 (7:54 am) · 9 replies

Ok I am very familiar with animation via CS in 3DSMAX. I even get the .dsq animation file to export no problem. How do I get the animation to display in SHOW however? I hit load sequence and click on mine, but the player model does not seem to do my animation, and I can't even seem to get him to do the standard ones by loading it. I tried messing with the animations in the thread but those are the animations that have dummie sin the scenes. If anyone has gotten an animation to display in show please help me out :)

Thanks!

#1
08/23/2001 (8:22 am)
Try adding your animation to the player.cs file in the v12/example/data/shapes/player directory.
#2
08/23/2001 (8:48 am)
I checked the DSQ file, and it shows up as only 328bytes

I get no exporter warning messages, it all seems to work (just like when I do shapes) but then I know it must not be is it is only that size. Is there a checkbox I am mising ro something???
#3
08/23/2001 (10:47 am)
Have you checked the ingame console for errors when you try loading the player.

I have had no luck exporting the supplied player.max

Oli
#4
08/23/2001 (11:35 am)
I can export it, but not animations
#5
08/23/2001 (12:14 pm)
I believe the animations were removed from player.max...
#6
08/23/2001 (3:40 pm)
yeah they were, but what is the deal with the .dsq files? I thought the point was that the dts files "calls" the dsq files for animations. Does the DTS file require that there is some kind of "sequence" intigrated in the DTS like in tribes 1?

I have not seen anyone whogot an animation to work right yet.
#7
08/24/2001 (12:47 pm)
Hahaha.. getting one to work would be better if I could get one to export :))

I can see this being a sticking point for quite some time :))

Pity really, Ive got some superb models I'd love to have in game.
#8
08/24/2001 (2:02 pm)
Me also, kinda stinks :(
#9
08/25/2001 (10:48 am)
I just started to take a look at this and I would like to ask a couple of questions of the people who are ahead of me on this...

1. Did you create a new the player.cs or equivalent file in the ..\data\shapes\player subdirectory?

2. If you did, did you also make sure that the line...

baseshape = "./player.dts";

has the ./ in it? It wasn't in the old character path of Tribes2 and without it the game crashes when you try to load a mission.

3. Is there any required match between the name of an animation and the current animation sequences? For example there are exactly 11 death sequences in each model in the Tribes game and there are also exactly 11 death scenes in the player sequence. The player and all the Tribes2 models also have exactly 35 sequences. They sequences do not fall in the same place, but they are all present - so are they required? I assume not but perhaps if you don't have one there is a variable that must be adjusted?

4. Did you check the dtsScene.cfg file? It requires that the following items must be exported (if I read it right...) I assume they must be in your model - if you use them or not...

eye
cam
mount0
mount1
jetnozzle0