Game Development Community

Adding blended animations to the engine

by Tom · in Torque Game Engine · 09/06/2006 (2:31 pm) · 3 replies

Hi,

since my last post jsut now wasnt posted (firefox crashed during posting), here is teh short version

my player is a hover bean, there are two weapon bays (dual weapon systems), my first version is that the bay is animated along with the weapon and is part of the weapon dts.

this doesnt look good

so here is what i need

on my player, i added teh bays, and now i need these blended animation, leftBayOpen, leftBayClose, rightBayOpen, rightBayClose, as well as the default look animation, i need all of these to be blended animation, since the weapons can be switched individually,

how would i go about adding these 4 blended animations to the engine and make them work on weapon switch?

#1
09/06/2006 (2:32 pm)
**im looking here for hints or ideas, im not asking for code (although, if you know it and are willing to share it, i would appreciate it)**
#2
09/06/2006 (2:50 pm)
Blended animation is a setting on your animation exports. See the exporter docs for your program on how to flag them as such. Once you have them as working blends, add a script callback in your weapon state machines and call (%obj.)PlayThread to run the animations. PlayThread gives you 4 threads to set blend animations to, so you can have the left bay animations play on one thread and the right bay animations on another. I use this extensively for running weapon animations on my dual wielding setup.
#3
09/06/2006 (3:18 pm)
Ic, so i dont have to really change the engine code?, thats even better!

thank you very much,