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Engine Based Animations Not Working In Game

by Wash U Student 19 · in Artist Corner · 04/03/2007 (10:13 pm) · 2 replies

I'm having a bit of trouble successfully getting an animating player incorporated in the game using the stock run/walk animation slots. The animations load fine in the show tool and to my knowledge are named appropriately, but the player doesn't animate when running, walking, etc. The idle animation works in game, but the run/walk animations do not, even though the naming convention I used for the two were identical. When the player moves, they slide along the terrain using the idle animation.

There was a forum post that described a similar problem relating to the blue guy which stated that all 8 beginning animations (root, run, back, side, fall, land, jump, jumpStand) are required. Can anyone confirm or deny this?

I read the documentation for maya2dts again but it seems to cut short after simplebox is viewable in the show tool, and doesn't make any attempt to connect the animation sequences with the built in engine sequences. I'm sure there are people out there in TDN land who have gotten this to work and frankly, I'm stumped.

Here's the portion of the cs file I'm using as an example:

datablock TSShapeConstructor(GorillaDts)
{
baseShape = "~/data/shapes/gorilla/gorilla.dts";
sequence0 = "~/data/shapes/gorilla/gorillaFinal_idle.dsq root";
sequence1 = "~/data/shapes/gorilla/gorillaFinal_run.dsq run";
sequence2 = "~/data/shapes/gorilla/gorillaFinal_pickUp.dsq pickUp";
sequence3 = "~/data/shapes/gorilla/gorillaFinal_throw.dsq throw";
};

I noted that whatever was the first animation listed (sequence0) was defaulted as the idle animation in game.

Anyone else had problems with characters animating in the showtool or have any thoughts? How exactly are the default animations linked in?

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#1
04/04/2007 (6:45 am)
Hi Mark,
Yes, to the best of my knowledge, the core animations are required. I'm afraid I haven't used Maya to export characters, but I've experienced the same problems you have, with characters scooting around in the idle position.

The engine's hardcoded sequences are listed in the old DTS docs.

Some basic things you might look into:
1. Review Torque's console.log and confirm that player.cs compiled correctly, without errors. Keep an eye out for errors about being unable to preload an animation sequence.
2. Verify that your .cfg file is correct, and is being used by the exporter.
3. Confirm that all of your nodes are present and linked properly. In the 3DS Max exporter, having a node linked to Base01 instead of Start01 -- or linking it when it should be unlinked -- can wreak havoc with the finished model.
4. Check the dump.dmp file where your DTS was exported to, and confirm that everything was exported as expected.

In 3DS, having the "Collapse Transforms" option checked can cause problems. I'm not sure if Maya has a similar mechanism... but maybe one of our resident Maya gurus can clear that up.

If you can rule out all of the above as causes of your trouble, let us know and we can dig a little deeper to find the problem. =)
#2
04/04/2007 (7:38 am)
I am not sure if you need all the core animations. It just might be the exporter, the software I use I never have this problem. I dont use all the core animations.