Single mesh with multiple SEQ...how?
by Samme Ng · in General Discussion · 03/16/2004 (9:51 pm) · 1 replies
I have made a skinned mesh, using MultiRes modifier and there are two animation: root and walk.
I've followed the doc's procedure to snapshot the mesh and generated the correct DTS file. Next, I animated the character with walk motion, snapshot again and saved as another MAX file.
For the walk animation MAX file, I only export the DSQ. Later on, I using the show tool to view the DTS and it is correct, however, after I loaded the walk DSQ, only part of the walk animation is playing (and it is not exactly compared to MAX's).
It seems that the walk DSQ only contains the animation delta of frame 0, as snapped shot. So no matter I've moved both of the arms upper and holding sword, and there is no much movement about the arms, and the arms just moved up after the DSQ is loaded and playing.
I know that the ORC in the TGE sample also have several different DSQ with single DTS, how it work? Are there anything I've missed out?
Thanks.
Samme
I've followed the doc's procedure to snapshot the mesh and generated the correct DTS file. Next, I animated the character with walk motion, snapshot again and saved as another MAX file.
For the walk animation MAX file, I only export the DSQ. Later on, I using the show tool to view the DTS and it is correct, however, after I loaded the walk DSQ, only part of the walk animation is playing (and it is not exactly compared to MAX's).
It seems that the walk DSQ only contains the animation delta of frame 0, as snapped shot. So no matter I've moved both of the arms upper and holding sword, and there is no much movement about the arms, and the arms just moved up after the DSQ is loaded and playing.
I know that the ORC in the TGE sample also have several different DSQ with single DTS, how it work? Are there anything I've missed out?
Thanks.
Samme
Associate Logan Foster
perPixel Studios
As for animations, most of the animations that apply to a player model are 'blend' animations (because they blend or mix with whatever else is applied at the time). The only ones that aren't blends are the root and the walking animations.
Logan