Run animation not playing
by Paul Fassett · in Artist Corner · 07/05/2005 (5:26 pm) · 10 replies
I'm sure there are a million threads asking about this but I haven't been able to find any when I search. I am trying to get a full body run animation to play, I used the video tutorials posted in the snap shot last week and I am having zero luck getting this to play in game.
When I open show tool and load my dts no threads and no animations show, which is by design as I am using seperate files for each animation. The dts has my model in a root pose.
Then I load up my airie_run.dsq sequence and I open up the thread control. I add a thread and the animations runs fine.
When I open the game up however this is a much different story. The model is in the root pose and doesn't animate when I press the forward key. I have changed the .cs file, I always load the config file when I export. I have spent about 8 hours on this today, and posting here is a last ditch effort to get this to work.
Any help will be much appreciated.
EDIT: Oh and yeah by the way this is in max 7.
When I open show tool and load my dts no threads and no animations show, which is by design as I am using seperate files for each animation. The dts has my model in a root pose.
Then I load up my airie_run.dsq sequence and I open up the thread control. I add a thread and the animations runs fine.
When I open the game up however this is a much different story. The model is in the root pose and doesn't animate when I press the forward key. I have changed the .cs file, I always load the config file when I export. I have spent about 8 hours on this today, and posting here is a last ditch effort to get this to work.
Any help will be much appreciated.
EDIT: Oh and yeah by the way this is in max 7.
#2
I have also tried exporting it without cyclic checked and that did not work.
I can send you the files if you wanna see them but they are in max 7.
07/05/2005 (5:59 pm)
Yes it is.I have also tried exporting it without cyclic checked and that did not work.
I can send you the files if you wanna see them but they are in max 7.
#3
07/05/2005 (6:14 pm)
What does your TSShapeConstructor look like? Is it named the same as another TSShapeConstructor? Any errors on the console?
#4
This is from the console. I can't figure out why thats happening. Would the root.dsq effect my run animation?
EDIT: the error doesn't occur anymore in the console log but the animations still doesn't play.
07/05/2005 (6:20 pm)
Purgatory/data/shapes/airie/airie.cs (0): preload failed for PlayerDts: Load sequence Purgatory/data/shapes/airie/player_root.dsq root failed for Purgatory/data/shapes/airie/airie.dts.This is from the console. I can't figure out why thats happening. Would the root.dsq effect my run animation?
EDIT: the error doesn't occur anymore in the console log but the animations still doesn't play.
#5
07/05/2005 (6:28 pm)
...
#6
07/05/2005 (6:29 pm)
I actually just added a root animation but it still doesn't work.
#7
// Root is the default animation
root // RootAnim,
// These are selected in the move state based on velocity
run // RunForwardAnim,
back // BackBackwardAnim
side // SideLeftAnim,
// These are set explicitly based on player actions
fall // FallAnim
jump // JumpAnim
standjump // StandJumpAnim
land // LandAnim
07/05/2005 (6:50 pm)
For a player shape to work you need all of the following sequences:// Root is the default animation
root // RootAnim,
// These are selected in the move state based on velocity
run // RunForwardAnim,
back // BackBackwardAnim
side // SideLeftAnim,
// These are set explicitly based on player actions
fall // FallAnim
jump // JumpAnim
standjump // StandJumpAnim
land // LandAnim
#8
//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./airie.dts";
sequence0 = "./airie_root.dsq root";
sequence1 = "./airie_run.dsq airierun";
};
My Idle sequence node is named Sequence01
My Run sequence node is named Sequence02
Cyclic is checked on both sequences.
My rootPose.dts has no sequences in it.
I have a seperate file for each animation with no mesh, just the biped. The sequence nodes for each animation are in its animation.max file.
Now when I load the .dts into the show tool, the animations already show up in thread control, and when I test them they work and transition excelently.
But still a no go on in game animations. The model still doesn't run.
07/05/2005 (6:53 pm)
Ok heres what I have now. I think I am getting closer. So far I have this in my .cs file.//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./airie.dts";
sequence0 = "./airie_root.dsq root";
sequence1 = "./airie_run.dsq airierun";
};
My Idle sequence node is named Sequence01
My Run sequence node is named Sequence02
Cyclic is checked on both sequences.
My rootPose.dts has no sequences in it.
I have a seperate file for each animation with no mesh, just the biped. The sequence nodes for each animation are in its animation.max file.
Now when I load the .dts into the show tool, the animations already show up in thread control, and when I test them they work and transition excelently.
But still a no go on in game animations. The model still doesn't run.
#9
// Root is the default animation
root // RootAnim,
// These are selected in the move state based on velocity
run // RunForwardAnim,
back // BackBackwardAnim
side // SideLeftAnim,
// These are set explicitly based on player actions
fall // FallAnim
jump // JumpAnim
standjump // StandJumpAnim
land // LandAnim
07/05/2005 (6:55 pm)
Ok I just saw your post. So in order for any animations to work I must have all those animations exported? Just to clarify. I mean these animations.// Root is the default animation
root // RootAnim,
// These are selected in the move state based on velocity
run // RunForwardAnim,
back // BackBackwardAnim
side // SideLeftAnim,
// These are set explicitly based on player actions
fall // FallAnim
jump // JumpAnim
standjump // StandJumpAnim
land // LandAnim
#10
Thanks again guys.
Now I just have to figure out how to make the ground transform work.
07/05/2005 (7:01 pm)
Guys I love yous. I got this working. Thank you all. It was all because I didn't do a root animation. Bleh. So this means that they guy who did the animation video tutorial might want to add as a side note that you have to have the root animation in order for it to work.Thanks again guys.
Now I just have to figure out how to make the ground transform work.
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