Game Development Community

Problems with In-Game Character Animations

by James Abraham · in General Discussion · 08/10/2004 (7:54 pm) · 9 replies

Hello,

I recently created a character complete with 11 dsq sequences using the Character Studio Biped. They all played fine in show tool. But when placed in the game, some problems occur. For example, sometimes the run animation plays fine and other times it doesn't. Instead I'll get a strange animation of both legs kicking back. I am also noticing that the COM animation is not playing in game. When the character runs there should be a slight up and down motion but there isn't. And I was sure to only link the bounds so that it inherits the com's y movement. And yes, there is ground transform animation. My standjump sequence won't play at all either.

Now because everything worked in show tool, I'm led to believe that everything exported corrrectly. I have a hunch that some of these problms may have to do with the choices between "cyclic sequence", "complete cycle", and "blend". To the best of my knowledge, I think that: run, side, back, root, walk should be set to "cyclic". But I'm unsure when and when not to use "complete cycle" and "blend".

For now, I did not cull out any nodes. The upper body of the character will remain relatively unchanged so each animation is exported with all nodes exported.

Here's a link to my .cfg file: www.retro64.com/jim/character1.cfg

So if anyone has any suggestions please let me know. I am only an artist so I don't know if any of this has to do with code. If there are any adjustments that should be made within the engine, let me know and I can pass it on to the programmer I'm working with.

Thanks.

Jim

#1
08/10/2004 (8:16 pm)
Yeah, fingers, toes and dummy objects should not be exported! Or maybe thats should not be used in the skin modifier ... or both, hmmm. Also be sure to export the ski0 and ski1 objects.
#2
08/10/2004 (9:03 pm)
Here is one that works for me:

AlwaysExport:
eye
cam
mount0
//mount1
//jetnozzle0

NeverExport:
Bip01
//Bip01 L Finger*
//Bip01 R Finger*
Dummy*
//Bip01 L Toe*
//Bip01 R Toe*
start01
mountpoint
DELETE*
//Ski0
//Ski1
Light0
Light1
//Mount1
//Mount2

+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms

-Param::findMergeIndices
-Param::computeScreenError
=Params::T2AutoDetail 0
#3
08/10/2004 (10:31 pm)
Thanks Britton

I do not have mount1, mount2, ski1, and ski2 nodes. I'll add them in and see what happens. I'll also try your cfg. Although, I originally had a similar one. But most of the animations weren't working in show tool. So, I went and created a cfg that had everything on the 'always export' list (the one I linked you to). From then on, I had no problems in show tool.
#4
08/10/2004 (11:16 pm)
Well, I added in the ski1 and ski2 nodes to the base dts and all of the dsq files. I still cannot get the 'jump', and 'standjump' to work in the game. Also, I'm still having a problem getting the COM (Bip01) animation to play. It only plays during the 'root' animation when there should be some z transform for the 'run', 'back' and 'side' animations as well.

btw, I used Britton's cfg file.
#5
08/11/2004 (12:51 am)
Try looking at this character file: Karl

It may give you some insights. Hope that helps.
#6
08/11/2004 (10:43 am)
I dont know why people dont just use 'mount*' for the allways export configuration.

This way you won't have any missing mount points later.
#7
08/11/2004 (2:05 pm)
Thanks Britton. I appreciate your efforts to help me. I checked it out. Nice model. But I have all the same nodes you have. In fact, I based my character nodes off the default player character. So Its' still a mystery as to why I'm having these problems.

Jim
#8
08/13/2004 (1:08 am)
Bumpity bump :p
#9
10/24/2004 (1:26 am)
Your problem with no z transforms has to do with the camera inheriting the z transform from Bip01. For a thorough explanation of how to fix this problem, go down to the bottom of the following thread and read what I posted:

http://www.garagegames.com/mg/forums/result.thread.php?qt=8490