Ambient animation for static shapes
by Storm · in Torque Game Engine · 06/20/2006 (7:40 pm) · 2 replies
Hi guys,
Ha! I am a proud new owner of SDK which means.. I will come-up with a lot of questions very soon. Yes, I went through Doc. Materials = even more questions.
I know Max and I am using v.8. I am trying simple shapes and ...very simple animation just to learn. So, I created a hierarchy: starting from the ground-up: dummy as a root with name: "Bip01" >box as a bone: Bip01_arm > Bip01_forarm. Next I created a cylinder for mesh, named it: arm1 and I applied a skin. Simple banding animation as a cycle. Bounds is there, base01, detail1, start01 and sequence - which I renamed to: "ambient" in order to play animation in Torque as a static shape. I can see an animation in show tool but not in torque. I even went to: Torque\SDK\example\demo\server\scripts to paste "arm1.cs" to add: sequence1 = "arm1_head.dsq ambient"; Why the dsq' name is "head"? Good question. I think I was hoping to activate an animation by rotating player? I know...maybe the logic is missing, because "ambient" should do it.
So, please tell me what I did wrong or didn't do it to make this animation working as a loop? Thanks for your time - this is just the beginning. I hope more "newbs" may use this info as a ref.
Ha! I am a proud new owner of SDK which means.. I will come-up with a lot of questions very soon. Yes, I went through Doc. Materials = even more questions.
I know Max and I am using v.8. I am trying simple shapes and ...very simple animation just to learn. So, I created a hierarchy: starting from the ground-up: dummy as a root with name: "Bip01" >box as a bone: Bip01_arm > Bip01_forarm. Next I created a cylinder for mesh, named it: arm1 and I applied a skin. Simple banding animation as a cycle. Bounds is there, base01, detail1, start01 and sequence - which I renamed to: "ambient" in order to play animation in Torque as a static shape. I can see an animation in show tool but not in torque. I even went to: Torque\SDK\example\demo\server\scripts to paste "arm1.cs" to add: sequence1 = "arm1_head.dsq ambient"; Why the dsq' name is "head"? Good question. I think I was hoping to activate an animation by rotating player? I know...maybe the logic is missing, because "ambient" should do it.
So, please tell me what I did wrong or didn't do it to make this animation working as a loop? Thanks for your time - this is just the beginning. I hope more "newbs" may use this info as a ref.
#2
07/02/2006 (7:42 am)
Thanks Mattew, I manage to see my character running inside torque - nice emotional experience!. I will go back soon to "object-shape" animation. I've noticed that bland animation works better then statick shape (ambient) as long you have at list two animations root and run e.g.
Torque Owner Matthew Ketcham