Game Development Community

Weird character position

by Mark Pilkington · in Artist Corner · 09/23/2006 (4:05 am) · 3 replies

I've been animating a character and apart from the animations playing alot slower in TST its going ok but I've ran into a weird problem.

I want to add a creep so I created a creep idle which is like a crouch with abit of animation, only when I export it and get it in TST he is hovering a couple of feet! Yet if I just animating him standing straight doing something it is all fine.

has anyone else had this problem?

Cheers

#1
06/27/2007 (2:33 pm)
I am having a similar problem.

when i bring in my .dsq the character plays the animation, but he is sideways.
#2
08/05/2007 (9:19 am)
Take a closer look at the bounding box. When a character comes in sideways, he is facing the wrong way in the bounding box as well as when a char is hovering he is hovering inside the bounding box.
#3
08/21/2007 (5:57 pm)
Your animations running slow can be a couple things: Make sure your FPS in Maya are 30FPS. Make sure your "Override Duration" in your seq attributes are -1. (Change that number to change your speed). Make sure in TST that it says "1.0" next to the play, stop, etc buttons. Or lastly maybe your computer is slow?

I've ran into this problem a couple times and it sucks. Try all or some of these suggestions:

1. Make sure your root joint or whatever control that is controlling your root joint is keyed and just to be sure, add a keyframe somewhere in your timeline that assures that it its translates and rotates are moving just a little bit. I've noticed that if joints are not moving at the time of export, the exporter doesn't record their position therefore whatever its root position was before that DSQ was loaded is where it will stay.

In Showtool, load up your shape and dsq. Go to Sequence Info and check whether the translates and rotates for your root joint are keyed.

2. If you have a separate Maya file for your shape and animation, make sure their CFG files match (if you are using them)

3. Test it in game. Who knows, it might work.