Recordin for AI Path
by Quest Johnny · in Torque Game Engine · 05/14/2006 (8:06 am) · 4 replies
I was just wondering this morning.. mostly because I keep hititng F3/F4 in the standard torque editor and getting a recording.. would it be possible to use the recording feature to give a very lifelike/human AI path and response?
If the recording is recording an AVI, obviously, nvm, but if the recordin is recording what you do and then playing it back through the engine, I wonder if you could take control of an NPC, walk him around, make him look around, and give him a very human feel, because you'd be controlling him.
If the recording is recording an AVI, obviously, nvm, but if the recordin is recording what you do and then playing it back through the engine, I wonder if you could take control of an NPC, walk him around, make him look around, and give him a very human feel, because you'd be controlling him.
About the author
#2
What I meant was, in torque, you have a very, very simple method of making an AI move - he follows a nice smooth path between waypoints. I was just thinking that one could adapt the recording so that he followed a more human pattern, i.e., you the game-designer walk him round a search pattern. That's what I meant.
@Predetermined - well the AI pathing in Torque was anyway.
05/14/2006 (10:08 am)
Um, no I think I must not have been clear. Animations are only to make a chr pose, not control their movement.What I meant was, in torque, you have a very, very simple method of making an AI move - he follows a nice smooth path between waypoints. I was just thinking that one could adapt the recording so that he followed a more human pattern, i.e., you the game-designer walk him round a search pattern. That's what I meant.
@Predetermined - well the AI pathing in Torque was anyway.
#3
The ctf bot resource has a system to create paths which might get you going in the right direction. Basically you just walk around dropping wav points as you go, the drop function is bound to a key bind. Because the bots navigate from marker to marker, as opposed to being fixed to a path, it does give a more natural result.
05/14/2006 (10:20 am)
You explained yourself well, I did know what you meant. You can control a characters movement through animation but from what you wrote above this wouldn't be enough. The ctf bot resource has a system to create paths which might get you going in the right direction. Basically you just walk around dropping wav points as you go, the drop function is bound to a key bind. Because the bots navigate from marker to marker, as opposed to being fixed to a path, it does give a more natural result.
#4
@ctf bot - wow that's cool :) didn't know that
05/14/2006 (3:06 pm)
I'm curious - how can you control a character's movement through animation?@ctf bot - wow that's cool :) didn't know that
Torque Owner Tim Heldna
Torque doesn't output to an avi when you record, you got it right when you suggested it records what you do and plays it back through the engine.
As far as your question, I can't entirely see the point. You could achieve this purely within an animation (think 3ds max and character studio) which is a lot less work.
I suppose it might be handy to be able to record movement and have the ability to play it back at will, though can't think of an easy way to achieve this. This also raises the question, if you do it this way you would loose interactivity with your npc as he's just following a pre determined (recorded) path.