Animation blending help please.
by Cameron Tofer · in Torque Game Engine · 07/07/2005 (4:28 pm) · 3 replies
First of all. There is a bug in the showtool where if you click on an animation in the Thread Control dialog with multiple threads going. It will change your transforms. I'm not certain what this is. But it happens on two of my animations. It seems as if the same thing (x2, for both those animations when they're playing together) is happening. So my hand goes wonky and right through where it's not supposed to go through. (Keep reading for details).
Second.. How can I blend 3 threads together? This is a description of what I am trying to do:
Main Thread: This is the action thread, it does full body animations if I am in a weaponless state. And animations exported with legs only (armless animations) when I DO have a gun.
Arm Thread: This plays the normal look animation (root pose: Arms at side) and starts at the top, ends at the bottom as far as the animation goes. Another animation plays here which is a placeholder to basically turn off the ability to 'look' up and down easily.. and plays a straight-forward looking gun animation so the engine does not end up blending this thread with the gun thread when it is playing something that isn't able to be looking around ie. reload/holster. All animations in this thread have their root pose standing still with the arms by the side of the model.
Gun Thread: This plays any animations like shooting, reloading, meleeing, activating etc. Three of these animations (reload/activate/holster) are 'forbidden' animations and cannot be touched by the Arm Thread's look animation. Which is why I play the straight-forward looking gun animation so they do not blend together and make me reload inside my head for example. All of these animations in this thread have the gun pose (straight-forward pointing) as their root pose (frame 0).
The full body animations work great. However.. I am experiencing a problem when trying to blend all 3 together. In that when I move, wether turning left/right, strafing left/right, moving forward/back anything but JUST looking up and down.. will move my hand through my gun (left hand on the gun, right holding the trigger like a rifle). The left hand moves FAR to the right, past the gun as described at the top of this.. It's as if both animations are mangling themselves and producing an additive offset in the left hand. What is really weird about this is it's almost like a toggle. I move and the hand moves through, goes back to the gun, moves through again and sticks. When I move again it goes to the gun, moves through the gun goes back to the gun and sticks. This repeats forever, no matter what I do.
It's also important to note that all of these animations are synchronous at key points. The rifle's straight-forward pointing animation is always the same as the rifle's looking animation midway through the anim (0.5 time).
I've been having a VERY VERY VERY hard time with these animations. And have tried multiple systems, thousands of re-exports with different root poses to get these blends to work. And I seem to come up with a solution that get's broken every single time.. this is the latest of my efforts and this breaking I have not been able to fix.. as it seems totally random.
I would appreciate some help on this topic. Thanks in advance.
Second.. How can I blend 3 threads together? This is a description of what I am trying to do:
Main Thread: This is the action thread, it does full body animations if I am in a weaponless state. And animations exported with legs only (armless animations) when I DO have a gun.
Arm Thread: This plays the normal look animation (root pose: Arms at side) and starts at the top, ends at the bottom as far as the animation goes. Another animation plays here which is a placeholder to basically turn off the ability to 'look' up and down easily.. and plays a straight-forward looking gun animation so the engine does not end up blending this thread with the gun thread when it is playing something that isn't able to be looking around ie. reload/holster. All animations in this thread have their root pose standing still with the arms by the side of the model.
Gun Thread: This plays any animations like shooting, reloading, meleeing, activating etc. Three of these animations (reload/activate/holster) are 'forbidden' animations and cannot be touched by the Arm Thread's look animation. Which is why I play the straight-forward looking gun animation so they do not blend together and make me reload inside my head for example. All of these animations in this thread have the gun pose (straight-forward pointing) as their root pose (frame 0).
The full body animations work great. However.. I am experiencing a problem when trying to blend all 3 together. In that when I move, wether turning left/right, strafing left/right, moving forward/back anything but JUST looking up and down.. will move my hand through my gun (left hand on the gun, right holding the trigger like a rifle). The left hand moves FAR to the right, past the gun as described at the top of this.. It's as if both animations are mangling themselves and producing an additive offset in the left hand. What is really weird about this is it's almost like a toggle. I move and the hand moves through, goes back to the gun, moves through again and sticks. When I move again it goes to the gun, moves through the gun goes back to the gun and sticks. This repeats forever, no matter what I do.
It's also important to note that all of these animations are synchronous at key points. The rifle's straight-forward pointing animation is always the same as the rifle's looking animation midway through the anim (0.5 time).
I've been having a VERY VERY VERY hard time with these animations. And have tried multiple systems, thousands of re-exports with different root poses to get these blends to work. And I seem to come up with a solution that get's broken every single time.. this is the latest of my efforts and this breaking I have not been able to fix.. as it seems totally random.
I would appreciate some help on this topic. Thanks in advance.
#2
On the exporting side, are you using 3dsMax? If you're using blends, do you have frame 0 set to the neutral pose, then frames 1 -- ?? set to the two extremes of the movement?
B--
07/12/2005 (11:55 pm)
The blends in conjunction with full body animations can be a bear. If you understand C++ it would be worth your while to take a stroll through the player animation code to see exactly what it is doing.On the exporting side, are you using 3dsMax? If you're using blends, do you have frame 0 set to the neutral pose, then frames 1 -- ?? set to the two extremes of the movement?
B--
#3
07/13/2005 (2:03 pm)
I've actually worked out all of these issues by using priorities. Now I'm experiencing a different issue that in my opinion warrants a different topic and a new post. Thank you for your response though.
Torque Owner Cameron Tofer