Game Development Community

Mixing Animations

by Marcel Boule · in Torque Game Engine · 04/04/2006 (3:32 am) · 2 replies

The Orc in the FPS Starter demo can move his legs and upper body independently from each other.
I was told Torque has special coding to allow for this specific case, where to get the same results you must use the same bones, etc.


Was I informed correctly?

If I was, where would I need to modify the engine to allow us to do animation blending on, for example, a 4-legged horse who needs to keep his feet moving while his head looks in different directions?

If I was not informed correctly, how would I set up, for example, a 4-legged horse who needs to keep his feet moving while his head looks in different directions?


Thank you.

#1
04/04/2006 (10:01 am)
No need for using the same bones. Use a blend sequence on a specific thread channel. That's how the stock player class does the up/down aiming.

A blend animation will "add" it's own keyframes on top of currently playing animations in other threads, so they are relative animations. With this, you can have a blend animation of your horse head that goes from full right to full left, then, in the player source code, create a thread for the head side animation (I believe there is a headside thread already, but I can't remember right now), and in the function that updates the armThreads, update that animation, setting it's position manually depending on the direction the horse is looking.
#2
04/04/2006 (10:03 am)
Headside is in there