Animation Basics
by Todd Pickens · in Artist Corner · 08/06/2005 (12:42 pm) · 11 replies
I have a few questions which I am sure are rudimentary at best, but I am behind the curve and trying to catch up, so any assistance is deeply appreciated.
My basic problem is as follows-
I have a model constructed in Lightwave which I am using the exporter with, and have no problem getting it into the game. We even have it in replacing the RTS unit, and it responds to move commands, but now that I am trying to add animation to the move "it is a boat" I have hit a wall.
I have tried exporting both the .dts with the animation and the animation as a separate .dsq file.
I have tried replacing the "./player_forward.dsq run" animation listed in the "TSShapeConstructor" with the animation I have created (I just exported and overwrote the existing player_forward.dsq with my animation of the same name), however I get no animation in game, the unit still just slides around when given move commands.
SO, I downloaded the showtool and loaded it up in that, but I still get no animation.
Which leads me to think I am missing something fundamental, ala some necessary node structure or some such.
I am sure the answer is out there and I am hunting through the forums and such, but any assistance would be GREAT!
IronGimp
My basic problem is as follows-
I have a model constructed in Lightwave which I am using the exporter with, and have no problem getting it into the game. We even have it in replacing the RTS unit, and it responds to move commands, but now that I am trying to add animation to the move "it is a boat" I have hit a wall.
I have tried exporting both the .dts with the animation and the animation as a separate .dsq file.
I have tried replacing the "./player_forward.dsq run" animation listed in the "TSShapeConstructor" with the animation I have created (I just exported and overwrote the existing player_forward.dsq with my animation of the same name), however I get no animation in game, the unit still just slides around when given move commands.
SO, I downloaded the showtool and loaded it up in that, but I still get no animation.
Which leads me to think I am missing something fundamental, ala some necessary node structure or some such.
I am sure the answer is out there and I am hunting through the forums and such, but any assistance would be GREAT!
IronGimp
#3
I'm sorrry, I'm not 'up' on the Lightwave modeling package, but fundamental DTS/DSQ rules would still apply, I imagine.
08/06/2005 (1:40 pm)
I would venture to guess that your shape is a 'rigid' mesh and non-'skinned'. This, I believe, will not allow a DTS shape to load any sequences. If this issue occurs with a DTS shape 'loaded'[assumed successful]in the modeling package, and with a DTS shape that 'loads' the sequences at engine firing, I would say it may lead somewhere else. Perhaps to a improperly setup .CFG file; which means the exporting Process included some extra Nodes in the DSQ sequence which do not appear in the DTS file.I'm sorrry, I'm not 'up' on the Lightwave modeling package, but fundamental DTS/DSQ rules would still apply, I imagine.
#4
Nodes, there in is the problem I think...in that I haven't got a clue what if any nodes are required. I am trying to track that info down now.
Iron Gimp
08/06/2005 (2:12 pm)
Thanks Rex,Nodes, there in is the problem I think...in that I haven't got a clue what if any nodes are required. I am trying to track that info down now.
Iron Gimp
#5
'myCode-specific' Nodes are entirely different issue[in your design], but the DSQ file cannot contain Nodes that are NOT present in the reference DTS shape; otherwise, validation bails on the Process, and you're left with an animationless shape....it will still 'function' just using the reference 'pose' as every calling for a sequence/action/thread. "Sliding" for movement is a good indicator no sequences loaded at runtime...tryalso, naming the sequence in LightWave[however that's done] with the default naming convention for code , of 'Run' as a sequence name....that may 'force' default code to accept your shape's sequence as valid code. Lot's of stuf it could be....why I am very methodical in my procedures....;).
08/06/2005 (3:17 pm)
Actually, from this position, I would look to the skinned/non-skinnned mesh issue, and then Nodes[you're essentially using the 'same' file for both, right? Not sure how the LW exporter recognizes objects......I understand a 'skinned' mesh to be one that has at least one vertex of a group/mesh weighted to another Node/Bone/Joint/whatever is being used as a Node....so that the mesh is controlled/weighted to more than one bone, thus, "Skinned". Good luck, wish I could help better with these other packages, I know Ms3d[very well],GameSpace[as good as can be...;)], and Max[fairly well].'myCode-specific' Nodes are entirely different issue[in your design], but the DSQ file cannot contain Nodes that are NOT present in the reference DTS shape; otherwise, validation bails on the Process, and you're left with an animationless shape....it will still 'function' just using the reference 'pose' as every calling for a sequence/action/thread. "Sliding" for movement is a good indicator no sequences loaded at runtime...tryalso, naming the sequence in LightWave[however that's done] with the default naming convention for code , of 'Run' as a sequence name....that may 'force' default code to accept your shape's sequence as valid code. Lot's of stuf it could be....why I am very methodical in my procedures....;).
#6
I'll post more after I give it another spin.
IronGimp
08/06/2005 (8:53 pm)
Thanks for the continued help, I will give it another go and see if I can work somethig out using the info you have proveded.I'll post more after I give it another spin.
IronGimp
#7
08/07/2005 (4:49 am)
As a simple question, are you using weightmaps to set the bone influence on your mesh?
#8
My problem is that I have NO idea how the nodes hook up, or what the naming conventions are for them in relation to the names in the scripts, etc.
For example, in my lightwave file I create a null as a node and cal if what? Do I call it "sequence0", "sequence1", etc. to match the "sequence0", to match the "sequence0", "sequence1" and so on that are in the "TSShapeConstructor".
OR, do I call them "root", "run", etc. to match the names assigned to the various animations in the "TSShapeConstructor".
OR is it that I call them "player_root", "player_forward", etc. Following the name of the ".dsq" files?
Any ideas?
IronGimp
08/07/2005 (9:43 am)
No weight maps, or bones. It is a boat that rocks back and forth.My problem is that I have NO idea how the nodes hook up, or what the naming conventions are for them in relation to the names in the scripts, etc.
For example, in my lightwave file I create a null as a node and cal if what? Do I call it "sequence0", "sequence1", etc. to match the "sequence0", to match the "sequence0", "sequence1" and so on that are in the "TSShapeConstructor".
OR, do I call them "root", "run", etc. to match the names assigned to the various animations in the "TSShapeConstructor".
OR is it that I call them "player_root", "player_forward", etc. Following the name of the ".dsq" files?
Any ideas?
IronGimp
#9
Are you selecting the animated nodes for export?
08/07/2005 (11:56 am)
The top level should just be called "root" anything below that it shouldn't matter.Are you selecting the animated nodes for export?
#10
So I still haven't figured out what I was doing wrong...with the exporting of .dsq files, but I have switched to exporting the animations with the .dts, and now it works just fine.
I would prefer to do it the other way, but baggers cant be choosers, as the saying goes.
Thank all of you very much for your assistance, you got me thinking and experimenting and that helped a lot!
having said that, its a safe bet I will be back before to long with some other difficulties.....I still have to add cannons, flags and sails blowing in the wind, and get sounds to work. :O)
The fun never ends.
08/07/2005 (5:00 pm)
OK,So I still haven't figured out what I was doing wrong...with the exporting of .dsq files, but I have switched to exporting the animations with the .dts, and now it works just fine.
I would prefer to do it the other way, but baggers cant be choosers, as the saying goes.
Thank all of you very much for your assistance, you got me thinking and experimenting and that helped a lot!
having said that, its a safe bet I will be back before to long with some other difficulties.....I still have to add cannons, flags and sails blowing in the wind, and get sounds to work. :O)
The fun never ends.
#11
08/07/2005 (6:04 pm)
I still think it's because the shape is being considered a rigid mesh object and not skinned[no bones!], and if it is, it will only accept the animations if embeddd within the shape in the modeling program....:). Good job trying different approaches until you were successful!
Torque Owner Jeff Gran