After death animation corpse floats above ground
by Todd D. Degani · in Artist Corner · 03/10/2005 (2:28 pm) · 9 replies
I have been trying to track down this problem for awhile. The basic problem is that after my character plays his death animation the corpse left behind floats a bit above the terrain. I have read as many posts on death animations as I can find, unfortunately they all seem to be related to them crashing the game.
When I open up my character and play his death animation in the ShowTool it plays fine and he lays on the ground at the end of his animation.
I can hack this and move the character further down at the end of his animation which places him further down and closer to the terrain, but this doesn't seem like the right approach.
Some background info:
I am using Max 7 for this.
I have ski0 and ski1 nodes in your animation and DTS files and they are linked to my biped's calf.
I have tried both of these as suggested in this thread.
My bounds isnt linked to anything so that the ground transform frames will export
I set a keyframe for my bounding box on every frame of the animation
When viewing the sequence info in the ShowTool it shows I have 79 ground transform frames (of 80 total frames)
Ben states in this thread that you should have a ski0, ski1, and ski2 because "The code casts a ray down from each of them to determine the plane that the player should lay on. There are three nodes, because three point define a plane :)" While this makes sense, the sample orc only has ski0 and ski1 and seems to die just fine with his corpse laying on the terrain when the animation is over.
Anyone have a suggestion as to where to put the other ski node or if it is necessary? Also has anyone else run into this situation and have any other advice or tips for me to try to solve this?
When I open up my character and play his death animation in the ShowTool it plays fine and he lays on the ground at the end of his animation.
I can hack this and move the character further down at the end of his animation which places him further down and closer to the terrain, but this doesn't seem like the right approach.
Some background info:
I am using Max 7 for this.
I have ski0 and ski1 nodes in your animation and DTS files and they are linked to my biped's calf.
I have tried both of these as suggested in this thread.
My bounds isnt linked to anything so that the ground transform frames will export
I set a keyframe for my bounding box on every frame of the animation
When viewing the sequence info in the ShowTool it shows I have 79 ground transform frames (of 80 total frames)
Ben states in this thread that you should have a ski0, ski1, and ski2 because "The code casts a ray down from each of them to determine the plane that the player should lay on. There are three nodes, because three point define a plane :)" While this makes sense, the sample orc only has ski0 and ski1 and seems to die just fine with his corpse laying on the terrain when the animation is over.
Anyone have a suggestion as to where to put the other ski node or if it is necessary? Also has anyone else run into this situation and have any other advice or tips for me to try to solve this?
#2
03/14/2005 (1:19 pm)
Is your bounding box making it "float" because of the collision mesh?
#3
How would I be able to tell that? When I view my character and his death animation in the ShowTool he ends up on the ground.
03/15/2005 (8:01 am)
@DavidHow would I be able to tell that? When I view my character and his death animation in the ShowTool he ends up on the ground.
#4
03/15/2005 (8:15 am)
It's under the mesh options on the render tab (I believe). There's a checkbox for showing collision meshes and solid bounding boxes for the meshes.
#5
03/15/2005 (8:25 am)
The bounding box is staying in the same place throughout the animation. When I turn on the collision mesh rendering one does not show up.
#6
03/22/2005 (6:17 am)
Hello guys.....I have a problem here. Can you show me how to export the "Ground Transformation" in milkshape? It is because when i put my death animation model in the Torque Show Tool Pro, I view the sequence there, the GndFrm is set to 0. Actually if I want it load this animation in the game, it is not set to 0. So, can you show me how to export the "Ground Transformation" in milkshape? thanks....
#7
I never did get this problem figured out. I ended up just moving the character further down than he "should" be to get him to appear on the ground. As for exporting the ground transforms in Milkshape, I use Max so can't help you out there.
03/22/2005 (7:39 am)
@SamlohI never did get this problem figured out. I ended up just moving the character further down than he "should" be to get him to appear on the ground. As for exporting the ground transforms in Milkshape, I use Max so can't help you out there.
#8
03/22/2005 (9:51 am)
Never mind Todd, thanks for help....i try to solve myself.
#9
03/22/2005 (10:01 am)
If you figure out how to get them not to float be sure to report back :)
Torque Owner Todd D. Degani