Problem with Character
by Joe Velasquez Jr · in Technical Issues · 09/21/2004 (4:41 pm) · 11 replies
I got a problem with my character ingame.
Im trying to use Torques default animations. Got it working ok, but when the character isn't running or doing anything.... it hovers about 6 inches from the ground. I can't figure out why, i checked the bounding box, and all the dummy objects.
Any idea's?
Im trying to use Torques default animations. Got it working ok, but when the character isn't running or doing anything.... it hovers about 6 inches from the ground. I can't figure out why, i checked the bounding box, and all the dummy objects.
Any idea's?
#2
Pic's
photobucket.com/albums/v412/thrawniejoe/Torque%20Bugs/?multi=2&addtype=
09/21/2004 (6:10 pm)
Ok, I did that... Problem is when ever he's standing still the model is about 3 or 4 units above the bottom of the bounding box, where as when he's running/moving he's perfectly lvl at the bottom of the bounding box.Pic's
photobucket.com/albums/v412/thrawniejoe/Torque%20Bugs/?multi=2&addtype=
#3
Just a guess though.
09/21/2004 (6:52 pm)
Looks to me like you modeled him standing up straight, then when you bent his knees forward to put him in his idle stance, the pivot of the knee lifted his feet off the ground a proportionate amount to the bend. Since Max and Milkshape could care less about gravity, I would say you modeled that flaw into the character.Just a guess though.
#4
I bent his knees to the skeleton before I rigged him up...
then I just checked it in torque and its still there....
If its something im modeling into the character it self, im lost on what it is... or how to fix it.
Here's a side view of the character in max with the bone setup.
photobucket.com/albums/v412/thrawniejoe/Torque%20Bugs/?action=view¤t=chara...
09/22/2004 (8:14 am)
Well I had it fixed, but i guess not... Its still doing it.I bent his knees to the skeleton before I rigged him up...
then I just checked it in torque and its still there....
If its something im modeling into the character it self, im lost on what it is... or how to fix it.
Here's a side view of the character in max with the bone setup.
photobucket.com/albums/v412/thrawniejoe/Torque%20Bugs/?action=view¤t=chara...
#5
09/22/2004 (8:22 am)
Unhide the bounding box.. selcect it.. choose the move tool, take a screenshot and post it. The bounding box pivot point is what will collide. My thinking is that the character is pulling his legs UP in the animation because the root node is not moving down.
#6
There ya go..
09/22/2004 (8:29 am)
photobucket.com/albums/v412/thrawniejoe/Torque%20Bugs/?action=view¤t=chara...There ya go..
#7
09/22/2004 (9:00 am)
So what pose is the character in when you export? what is the default pose of the DTS?
#8
photobucket.com/albums/v412/thrawniejoe/?action=view¤t=characterbug05.jpg
09/22/2004 (9:20 am)
Default pose of the torque bip.photobucket.com/albums/v412/thrawniejoe/?action=view¤t=characterbug05.jpg
#9
And I didn't even do anything for that.
09/22/2004 (9:28 am)
Holy crap... im having such bad luck with this.... Now my character is upside down with the root animation.And I didn't even do anything for that.
#10
Edit: this would be a good example file for my IGC session where I am going to fix problem shapes. Would you be willing to let me use this as an example? What version of max are you running?
09/22/2004 (9:29 am)
So this is the pose it is being exported with? are transforms being collapsed on export?Edit: this would be a good example file for my IGC session where I am going to fix problem shapes. Would you be willing to let me use this as an example? What version of max are you running?
#11
Sure no problem you can use it.
Ya thats the pose I export it with... same pose as the Default pose with the Orc character in realmwars(I used its Bip).
Nope Transforms arn't being collapsed, got -Param::CollapseTransforms in the config file.
09/22/2004 (9:44 am)
Im Running Max 6...Sure no problem you can use it.
Ya thats the pose I export it with... same pose as the Default pose with the Orc character in realmwars(I used its Bip).
Nope Transforms arn't being collapsed, got -Param::CollapseTransforms in the config file.
Torque Owner Joe Maruschak
in the console type
$gamebase::boundingbox=true;
this will turn on the bounding box for the character. Take a look at the bounding box and how it collides with the terrain. try this on level ground, on hills, etc... seeing how it works in engine will give you a better idea of what is going on.