Exporting multiple DSQ's with one file?
by Kjell Iversen · in Artist Corner · 05/12/2005 (2:35 pm) · 5 replies
I have a jump animation with 3 sequences in it. jump, fall, and land. I'm wondering if its possible to have each sequence export as a seperate DSQ and if so how this is done.
I'm using Maya 6 unlimited and the Sequence nodes were created using the maya2dts utility.
any help would be appreciated as i'd rather not have to go in and redo two seperate animations to fill the gap.
I'm using Maya 6 unlimited and the Sequence nodes were created using the maya2dts utility.
any help would be appreciated as i'd rather not have to go in and redo two seperate animations to fill the gap.
#2
not quite sure what is stopping these animations from playing.
given the method you suggested, would i have to eliminate all previous keys from the animations, or simply set the frame start and end times to the appropriate times listed on the sequences?
05/12/2005 (6:22 pm)
Thankyou for your reply. i tried this earlier today, but my jump animation doesnt seem to be working. the first part (the jump itself) works fine, but the land, and fall sequences dont seem to play. they are all linked up properly via the appropriate cs file, named properly, and seem to play just fine in the showtool.not quite sure what is stopping these animations from playing.
given the method you suggested, would i have to eliminate all previous keys from the animations, or simply set the frame start and end times to the appropriate times listed on the sequences?
#3
05/13/2005 (7:21 am)
If I recall correctly the "fall" animation doesn't play unless you are falling from a fairly large height and wouldnt kick off after jumping. You can see what the fall animation looks like in game by entering the editor, and grabbing your character and throwing him high up along the z axis. As he comes down he will be in his fall animation.
#4
06/27/2005 (1:29 pm)
In the FPS demo it looks as though the player has a fall and land animation from a jump. Is that really what it is and if so how does it know to kick off?
#5
06/28/2005 (4:58 am)
PickActionThread in player.cc handles deciding which of the animations in the action table is played based on various movement states--falling, landing, side to side, forward/back.
Torque Owner Jeff Gran
-For each one, delete two of the sequences.
-export the one sequence that's left from each file separately.
Hope this helps.