Game Development Community

The old 'getting animations to play in Torque' Q

by Jakob Heegaard · in Torque Game Engine · 02/03/2007 (4:32 am) · 4 replies

Hi

I've exported a bird with a basic animation of wings flapping (object deform, no bones).
The model animates fine in Showtools Pro but remains static in Torque 1.5

I've read through numerous post about the same problem and tried implementing all the various solutions with no luck.

My 'bird.cs' :
datablock StaticShapeData(bird)
{ category = "wildlife";
shapeFile = "~/data/shapes/bird.dts";
};
function bird::onAdd(%this,%obj)
{ %obj.playThread(0,"fly");

I've tried exporting with the thread name the same in Max and CS, a 'Sequence_' prefix in max, and using 'ambient' as the name in max and the .cs.... but still nothing...


I have the feeling that all I need is some snippet of code somewhere but where ?

Hope you can help :)

#1
02/05/2007 (10:39 pm)
Obvious answer so forgive me if you already did this, but did you exec the bird.cs script from inside your game.cs script?
#2
02/06/2007 (7:55 am)
I got the problem solved.... it was a matter of the model simply being too big... 3d Max scale vs Torque scale..

But thanks for answering Jak :)
#3
02/08/2007 (6:01 pm)
So did the above script work?
#4
02/09/2007 (9:12 am)
Yup...
It was just copy/pasted from another example, so I was pretty certain that it wasn't the problem