Custom player animations
by InvadErGII · in Torque Game Engine · 06/24/2007 (10:13 pm) · 3 replies
I gave my player character a couple of custom animations for a game I'm making. I can use 'playThread' to make the animations happen, but once I use one of them my player's default animations go haywire. In most instances, it causes the default animations to only work when the player is facing a particular direction. When facing the other direction, it animates erratically - sometimes it doesn't animate it all, other times it animates for a couple of frames and then stops (I think it might be starting the sequences at the wrong frames or something, but I don't know for sure). I can't figure out a good way around this.
I tried temporarily replacing the player with a bot to perform the animation, but that caused more problems than it solved. I'm wondering if putting the animations in as dsq's would do the trick, but I wouldn't know where to start with it. So...is there another way to fix this issue?
I tried temporarily replacing the player with a bot to perform the animation, but that caused more problems than it solved. I'm wondering if putting the animations in as dsq's would do the trick, but I wouldn't know where to start with it. So...is there another way to fix this issue?
About the author
#2
06/24/2007 (10:47 pm)
They're all on a single timeline, yeah. I'm using 3dsmax9, but I'm using the max7 exporter for characters (because of the whole 'collapse transforms' thing). I'm using regular bones with IK handles, and as far as I know there isn't any bad skinning data. If there's anything I can provide for you to make this easier to explain, let me know. If you can get me whatever info you have on the DSQ script, that would be great too. Thanks in advance for whatever else you can provide/help with.
#3
My recommendations would be:
- Use a Biped skeleton
- Export animations as separate DSQ's
Check the data/player folder for a script named player.cs. It should be pretty self explanatory.
06/24/2007 (11:05 pm)
I've had some weird things happen in Torque with custom bones that don't occur in other engines and that don't occur when using a Biped (character studio) skeleton.My recommendations would be:
- Use a Biped skeleton
- Export animations as separate DSQ's
Check the data/player folder for a script named player.cs. It should be pretty self explanatory.
Torque Owner Tim Heldna
Exporting to DSQ's is pretty easy, you only need one simple script to hook it all up.
Which modeling package are you using and what type of bones? You sure there isn't any bad skinning data?