Move animatioon adding problem
by Evgeniy Reich · in Artist Corner · 10/11/2004 (9:30 pm) · 5 replies
We have a trouble with exporting animations (adding new animations). The player moves without problems back and forth, but as we press right or left arrows (side animation), player is moving without animation. Probably it happens because we use full body animation, not only lower part animation.
Dump file is correct.
In showtool animation works right.
I've read articles about animation
max2dts: Animation Setup
max2dts: DTS Exporter Reference
where it is said that motion animation is made by exporting only lower part of, but there is no example of CFG-file for «Lower Body Only» animation
Maybe somebody could show us example of the CFG file for export moving animations...
We'll be glad if anybody helps
Dump file is correct.
In showtool animation works right.
I've read articles about animation
max2dts: Animation Setup
max2dts: DTS Exporter Reference
where it is said that motion animation is made by exporting only lower part of, but there is no example of CFG-file for «Lower Body Only» animation
Maybe somebody could show us example of the CFG file for export moving animations...
We'll be glad if anybody helps
About the author
#2
Once its keyframed then the engine will take it.
If you need more help, Ask
Matt
10/13/2004 (7:45 pm)
If I remember right there is an operation that will convert the footstep animations into Key frames. If not or your using an old version just save the animation of to .BIP data. You can do this in the Biped rollout. Then reload the Bip data as Mocap and it should be keyframed. Once its keyframed then the engine will take it.
If you need more help, Ask
Matt
#3
we've tried to convert footsteps into keyframes, after that we saved it as .BIP and loaded it again (both as it is and as Mocap)
It didn't work :(
GG FAQ about FootSteps (Character Studio):
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=category&qid=132#2072
Footsteps working for FORWARD and BACKWARD animation and does not working for SIDE animation.
PS: animation keys for arms and spine/head/neck were deleted before export
what is the difference between these animations?
maybe i need to edit .CFG file for SIDE animation?
10/13/2004 (9:25 pm)
Thaks Mattwe've tried to convert footsteps into keyframes, after that we saved it as .BIP and loaded it again (both as it is and as Mocap)
It didn't work :(
GG FAQ about FootSteps (Character Studio):
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=category&qid=132#2072
Footsteps working for FORWARD and BACKWARD animation and does not working for SIDE animation.
PS: animation keys for arms and spine/head/neck were deleted before export
what is the difference between these animations?
maybe i need to edit .CFG file for SIDE animation?
#4
I personally don't use foot prints so I haven't had much first hand experience. Personally I would think instead of fooling around with it I would hand animate it. I mean its only a 20 frame or so looping animation.
There is probably somthing in the transform that the exporter or engine can't read so it ignores it.
Are your player script files in order. The ones that define the animation ti the Engine?
Are you exporting them as Blend animations? They really should be. For catty corner type movement.
What version of CS are you running?
Matt
10/14/2004 (4:56 am)
Well then just create keys on your needed body parts like every five frames or somthing while your foot prints are active. Then deactive your footprint and delete them. I personally don't use foot prints so I haven't had much first hand experience. Personally I would think instead of fooling around with it I would hand animate it. I mean its only a 20 frame or so looping animation.
There is probably somthing in the transform that the exporter or engine can't read so it ignores it.
Are your player script files in order. The ones that define the animation ti the Engine?
Are you exporting them as Blend animations? They really should be. For catty corner type movement.
What version of CS are you running?
Matt
#5
The matter was that "bounds" was limited in its movements by only one axe (back\forward), and because of that a character moving aside was leaving the "bounds".
We used a standard file (i.e. a green character) from the filepack for the test animation. When it was moving forward, the "bounds" was moving simultaneously with the character, and we were sure that it is also moving aside as well, and we hid the "bounds". It was not a very good decision...
now our side animation is working!
:)
we hope our experience will be useful for others
thanks to all
10/15/2004 (3:17 am)
We've finally found the decisionThe matter was that "bounds" was limited in its movements by only one axe (back\forward), and because of that a character moving aside was leaving the "bounds".
We used a standard file (i.e. a green character) from the filepack for the test animation. When it was moving forward, the "bounds" was moving simultaneously with the character, and we were sure that it is also moving aside as well, and we hid the "bounds". It was not a very good decision...
now our side animation is working!
:)
we hope our experience will be useful for others
thanks to all
Torque Owner Evgeniy Reich
character animation is not working in Engine when it is got by FootStep animation in Character Studio
Does anyone know how can we make animation made by FootStep work in the engine?