Animation question
by Todd Booth · in General Discussion · 08/03/2004 (10:58 am) · 8 replies
Hi guys,
first time posting here. Am a student going to Guildhall SMU and we're working with Torque for our Term project. We're having some trouble importing sequences into the game and from the look of the documentation we're missing the portion with the ground transform pulldown options. Any pointers or advice would be greatly appreciated
first time posting here. Am a student going to Guildhall SMU and we're working with Torque for our Term project. We're having some trouble importing sequences into the game and from the look of the documentation we're missing the portion with the ground transform pulldown options. Any pointers or advice would be greatly appreciated
#2
08/11/2004 (9:31 pm)
What program are you exporting from?
#3
Current time: 4:03 PM
Edit Time: 6:34 PM
Conclusion: GMT +10 time is wrong
08/11/2004 (9:47 pm)
Test..Current time: 4:03 PM
Edit Time: 6:34 PM
Conclusion: GMT +10 time is wrong
#4
We're doing a over the shoulder 3rd person view and are running into a bit of trouble keeping the camera pointing where it's supposed to. The effect is almost as though it were linked up to a bone that has some animation. The effect is a bit of weird motion while idling and the character looking way off center.
Also for some reason all of our helper boxes (unlink, cam, etc.) get thrown way off from their position relative to the model when importing animations. Any advice?
08/14/2004 (1:48 pm)
Am working from 3d studio max. I read through the documentation, but it got a little fuzzy around where to setup the ground transform. Found it at the last second for our milestone.We're doing a over the shoulder 3rd person view and are running into a bit of trouble keeping the camera pointing where it's supposed to. The effect is almost as though it were linked up to a bone that has some animation. The effect is a bit of weird motion while idling and the character looking way off center.
Also for some reason all of our helper boxes (unlink, cam, etc.) get thrown way off from their position relative to the model when importing animations. Any advice?
#5
08/14/2004 (3:53 pm)
What is the 'cam' node doing in the animations? Are you using custom ones? default ones? what is the cam link to in the DTS model?
#6
08/16/2004 (2:17 pm)
We're using custom animations. We've got motion capture csm. files and turn them into bip. format for the tweaking. The cam itself is linked to bip01.
#7
08/16/2004 (2:33 pm)
So is the link inheritance turned off or is the cam bobbing back and forth and up and down when the Bip01 node moves?
#8
08/16/2004 (4:14 pm)
The link inheritence was turned off, but it was still doing wierd stuff. Finally tried deleting the box this afternoon and re-creating from the ground up and that seemed to fix it, but why would it get screwed up on the original switch?
Associate Kyle Carter