Game Development Community

Whats required to create new root pose?

by Joel Hargarten · in Artist Corner · 07/25/2005 (9:22 pm) · 4 replies

Hey,
I've been having some problems creating a new root pose to replace the original one. I use 3ds MAX and am able to create and export any animation I want and it will play in the game. But when I try to create and export a new root position it wont load in the game. Why would I have problems with this one frame animation when I dont with a 20 frame animation? plz help.

#1
07/26/2005 (12:06 am)
The root pose should not be a 1 frame animation. It should be a cyclic animation. Make sure you're naming it right ("root") in the player.cs file too.
#2
07/26/2005 (10:54 am)
Thanks a lot, now I've created my root pose and have overridden the previous one. But I have another problem now. When I adjust the character in MAX to the pose I want, when I then load that DSQ in torque, it isnt exactly the same as in MAX. The arms are always higher than I made them and I cant get them low enough, even though I put them as low as possible in MAX. It just seems like there is a part in torque that wont allow them to go past a certain point. anyone else get problems like this?
#3
07/26/2005 (5:27 pm)
... could it be two animations are blending together not allowing u drop the arms?..

..that shouldnt happen in the root pose as its played while player stopped... but just a thought..
#4
07/27/2005 (3:09 am)
Yes, as TenRhook says, it sounds like there's blending going on. The most likely case is that your "look" animation is blending the arms outwards. You probably need to look in to how blends work, and make sure your blend animations reference your new root pose instead of the original one.