Game Development Community

Can Torque use an external animation engine

by Emmanuel Nwankwo · in Torque Game Engine · 02/04/2004 (4:20 pm) · 3 replies

Hi, I was wondering where be the best way to hook up an external animation engine that can be switched on or off on demand, there by using the default animation system for the terrain and the external one for the interiors. The external animation engine performs hierarchical skeletal animation, motion blending, collision detection, raycasting, task level commands e.g goto, pickup, sit, stand all with auto blending and mixing. I would really like to know where in the TGE engine would be the best place to feed in the position/rotation data that will effectivly be used to manipulate player skeleton.

Emmanuel

#1
02/05/2004 (10:10 am)
TSShapeInstance has some functions to manipulate animation nodes. That's where you'll want to start. I used that as the basis for my ragdoll prototypes.
#2
02/07/2004 (10:44 am)
Thanks ben,

btw is there is a link to any discussions you may have had on your ragdoll prototypes, did you use an external engine or the tge anim system

Emmanuel
#3
02/07/2004 (11:53 am)
I rolled my own physics system, which had some problems (like intersection). On my todo list is an implementation using ODE, but I haven't yet sunk my teeth into it.