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How to goto a particular thread frame (instead of playthread)

by Christian Boutin · in Torque Game Engine · 01/05/2005 (11:46 am) · 1 replies

The goal is to display rudders and other control surfaces on an airplane. The plan is to have an animation built in the dts with every control surface going from one extremity to the other. However I only see ways to play an animation in it's entirety and no way to just go to a particular frame of the thread and hold. Is there a way to do this? (In C++ or in the script). If not then is going with forward kinematics the way to go? Find the bones and rotate them based on the values of the flight stick position? If it is, is there a tutorial or some place where I can find examples because I've been scratching my head looking at the code for a little while now.

Thanks alot!

#1
01/08/2005 (11:04 pm)
See the player player model for examples of this. He has 2 animations that are "look" animations dependent on the pitch and yaw of the player's aim (controlled by the mouse). The position in the animation is set based on the current pitch and yaw values.

Hopefully looking at that example should help you understand how Torque deals with animations and threads and allow you to do the same thing with your rudders. Good luck!