Anybody familiar with guiObjectView?
by Sangwoo Hong · in Torque Game Engine · 06/09/2005 (1:22 pm) · 0 replies
I'm trying to understand how it works. I get the gist of the ui stuff but I'm not 100% on how the animation system is choosing which animation to use. For instance, where does the "sequenceName" in:
come from? I had some problems with the example gui playing back the "forward" animation of my own player model until I changed the sequenceName fed in to the command to "run" from "forward".
Player models from the examples that ship with torque seem to work fine with "forward". Is there something I'm missing in my own player model that doesn't register a "forward" animation?
Secondly, the Player models from the examples that ship with torque seem to work properly at the mainmenu level but my own player model does not take animations until I fire up the same gui again after loading a mission.
I figure this might be some .cs loading order thing but I'm not sure where I should start looking.
Also, in guiObjectView.cc, Why is i tested for < 33 in the following call? Is this some kind of a hard coded limit? Also, where does mMesh come from?
I would like to create some models which are not meant to be player models but viewable never the less with animations on them. (Think 3d inventory screens) Does this mean I have to create object types ala player.cc/cs and associate sequence names to the object somehow?
Anybody?
view.setSequence("objectName", "sequenceName", 1);come from? I had some problems with the example gui playing back the "forward" animation of my own player model until I changed the sequenceName fed in to the command to "run" from "forward".
Player models from the examples that ship with torque seem to work fine with "forward". Is there something I'm missing in my own player model that doesn't register a "forward" animation?
Secondly, the Player models from the examples that ship with torque seem to work properly at the mainmenu level but my own player model does not take animations until I fire up the same gui again after loading a mission.
I figure this might be some .cs loading order thing but I'm not sure where I should start looking.
Also, in guiObjectView.cc, Why is i tested for < 33 in the following call? Is this some kind of a hard coded limit? Also, where does mMesh come from?
S32 GuiObjectView::meshObjects::findMeshByName(const char* name)
{
for (S32 i = 0;[b] i<33;[/b] i++)
{
if (dStrcmp(mMesh[i].name, name) == 0)
{
return i;
}
}
return -1;
}I would like to create some models which are not meant to be player models but viewable never the less with animations on them. (Think 3d inventory screens) Does this mean I have to create object types ala player.cc/cs and associate sequence names to the object somehow?
Anybody?