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Multiple DSQs for single DTS

by Samme Ng · in Torque Game Engine · 07/28/2004 (12:30 am) · 4 replies

Let me descript my appoach to animation and modeling

1. I make a MAX for a character's skin with bone.
2. I export the MAX into a DTS
3. I copy the MAX to a new file, making some bone rotation in frame 0, to form a new intialize pose.
4. However, that bone doesn't has any more animation in other frame, i.e. no keys for that bone.
5. While export the DSQ, the bone in time 0 do has a new rotation value, however, it is no key in the sequence.
6. The result, viewing in the game, the new pose animation doesn't exist.

I think the problem is that the "initial transform" is not exported, can I export it by simply enabling something? Am I making animation wrong?

#1
07/28/2004 (3:42 am)
Your error lies in step 5. The positons/rotations of the bones at frame 0 MUST be the same as the dts file. . .ie the root pose.

Also did you make a script to associate the dsq to the dts files?
You should always test new animations and art in the show tool to make sure they are working.
#2
07/28/2004 (9:47 am)
Actually, if the new pose do has subsequence animation, it is Okay.

I know that making frame 0 as the same as the dts, and making a new pose at frame 1, then exporting the sequence from 1 to n. But our artist found the looping animation not smooth by using this method.

If making frame 0 as the same as the DTS is the only method, I would work around to modify the exporter.
#3
07/28/2004 (10:41 am)
Huh, looping not smooth? can't you just leave frame 0 alone and set the sequence to start at frame 1 in max? totally don't understand what the issue is there. No need to change the exporter for an issue that is a non-issue.
#4
08/04/2004 (5:19 pm)
What the problem we have before is that, after addign frame 0 of the DTS to the animation, some node moved unexpectedly. But after I told the artist to change some kind of tension to the animation controller, it seems there is no problem now.

Thanks!