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Scripting Animation without DSQ (No DTS)

by Vinh Tran · in Artist Corner · 05/02/2005 (11:10 am) · 4 replies

I know how to work with animations through the sequence table in the sample player.cs when it comes to using DSQ files with the DTS file. However, recently I was given a DTS file with the animations exported into the same DTS file. ShowTool shows these animations as different threads and it seems to work properly. What I don't understand is how to get these animations working in starter.fps demo for things like walking forward/backward. Does anyone have experience with this?

Thanks
Vinh

#1
05/02/2005 (11:15 am)
IIRC you can just call them by name, the only reason for a sequence table is to map sequence names to sequence files. I believe this is handled automagically for .dts with the sequence baked in.
#2
05/02/2005 (11:20 am)
So if the DTS has the sequences with the proper names, it should work automatically once I specifiy that i'm using this DTS as my player dts...?
#3
05/02/2005 (11:27 am)
I think they are useing one timeline with all animations.

Each segment of the animation loops itself back to a starting position.

You define each segment of the timeline with a Sequence DTS dummy.
Set each dummies begin and end to just the necessary frames.
have all the sequences named Sequence01,02,03 etc.

Then, just like a rifle weapon I have here, you can tell it to
playthread Sequence 01, or 02,03 etc
#4
05/02/2005 (11:34 am)
By dummy, are you talking about a dummy node in the actual DTS file?

Only asking is that this is useful for something in torque I'm thinking about at the moment too.

In the language I'm currently using, you load a animated object, and use the extractanimseq [entity name], first frame, last frame

to define a portion of a multianim file as a sequence. So I was wondering how this worked in torque, and how it would relate to something we will be trying to do in torque shortly.