Game Development Community

Very simple animation

by Tim Wayne · in Artist Corner · 05/02/2006 (11:55 am) · 4 replies

The exporter has worked very well for what I need. Now I want to add animation. I watched the tuts on the exporter, but the spinning antenna animation is more complex than what I need. Instead of 2 objects connected to a bone or armature, it is 1 object which does not rotate, it just moves to a new location(strait up). Do I still need to add an armature, is there any starter tutorial for this type of anim? Is there an easy way in the torque engine to smoothly move a dts object to x,y,z in s seconds, with or without rotation? Thank you.
tw

#1
05/02/2006 (1:27 pm)
Quote:...it just moves to a new location(strait up). Do I still need to add an armature, is there any starter tutorial for this type of anim?
This is almost the same situation as descrobed in tutorial, but instead of keyfaming rotation you need to keyframe location (in KayFrame manu select item with Loc in it). You need amature for every kind of animation you export using this exporter AFAIK.

Quote:Is there an easy way in the torque engine to smoothly move a dts object to x,y,z in s seconds, with or without rotation? Thank you.
Maybe play with setVelocity -- set it at start time and zero it on stop time... but i don't know really. These are only speculations. You can use for this triggers. Ask on mods or other scripting related forums for this.
#2
05/04/2006 (10:00 pm)
There is no base. I can parent the single object to an armature, then grab the 'bone' and move all around and the object follows. then I keyframe the initial spot. But then in pose mode,I move the bone and the object doesny follow, so I can animate the bone but my object doesnt move. Next try I move the object and not the bone, but now alt-a runs and nothing happens. Also there is no base to parent to detail32 so I assume in this case only the armature is parented by detail32. Just animating the object is easy, add the armature and I have problems.
tw
#3
05/04/2006 (11:10 pm)
Select your armature, go to Edit mode [TAB], Editing [F9], select bone and you will see menu like this one below. Then select Envelope (in Amature) so you can see the area your bone will be affecting in Pose mode. In Armature bones play with Dist, you will see this area is changing -- change this so it will be including all vertices of parented and vertex-groped object you want to move posing your bone.
#4
05/04/2006 (11:15 pm)
The dts exporter only uses internal armature animations, not the one at object level.

In Blender, when you parent a mesh to an armature you can choose between 2 methods: parent to object and parent to armature. You need to use the second, and then you will see a second pop up for choosing how to asign vertexes: choose name groups. Now edit the shape and add all the vertex to the group the program have just created for you. You should be able now to enter Pose mode and keyframe your object.

I hope it helps...