Game Development Community

Animation don't stop

by Germain Bataille · in Torque Game Engine · 05/23/2005 (2:00 pm) · 4 replies

Hi,

I replaced the AI player by my own .dts and .dsq... But now the AI player stay there event when he dies and the "walk animation" keep playing... Any idea of what it could be?

I also have another problem... I did a walk animation but it's not in the good side... So the ai player look like he is going backward... Is there an easy way I can correct that?

Thanks for your help guys it's very appreciated.


Germ

#1
05/23/2005 (2:26 pm)
Check your console.log during the pre-loading of your player object. You are most likely not using the same .dsq names as are in place in your Torque\SDK\example\starter.fps\data\shapes\player\player.cs. This would result in a series of "sequence not found!" error lines for the player.
#2
05/23/2005 (2:57 pm)
Can I use the same .dsq as the player object with a diffrent model? I've made only one .dsq of "walking" and put it everywhere...
#3
05/23/2005 (3:02 pm)
As long as the skeleton of the model (the bones) is the same as the "stock" TGE biped skeleton, you certainly can--in fact, the primary benefit of .dsq files is that they only require your model to conform to the skeleton.

There are also some content packs (specifically the BraveTree "Jill" Pack, which you can purchase here at GarageGames), which show alternate techniques regarding skeletons for humanoid models.
#4
05/23/2005 (3:20 pm)
I see... I don't think I have the same as TGE... I took the biped that comes with 3DS 7... Is it the same as TGE?