Ground transform
by Jari · in Artist Corner · 06/26/2007 (12:39 pm) · 16 replies
Hi you! :) I have been trying to figure out how to setup the ground transform properly but I may have not figured it out yet. I have understanding that by setting ground transform for run animation you can make the animation play (or it will be) with different speed according to movement speed.
Now I have set the Bounds object and made it to transform with the animation by using a modifier but in the game there's no effect on the animation moving speed. Is there some way to find out if the exporter is actually taking the Bounds object into account? I did not place it under shape node but under the scene (root), but I did also try it under the shape.
Here's the instructions I used: Creating an Advanced Character
Has any one got this working?
Now I have set the Bounds object and made it to transform with the animation by using a modifier but in the game there's no effect on the animation moving speed. Is there some way to find out if the exporter is actually taking the Bounds object into account? I did not place it under shape node but under the scene (root), but I did also try it under the shape.
Here's the instructions I used: Creating an Advanced Character
Has any one got this working?
#2
I added the print line now and get outputs like this:
Inserting ground frame at 9.0 with pos = 0.0, 0.0, 0.0
Inserting ground frame at 19.0 with pos = 0.0, 0.0, 0.0
First "frame at" makes sense but what about the pos, why it's zero? (When I play the run animation in blender the Bounds object moves.)
Then I parented the Bounds to the bone but now the ground frame wont be inserted - no print output anymore. Should I remove the modifier from the Bounds after doing this?
Thanks!
06/26/2007 (10:41 pm)
Hi Joseph,I added the print line now and get outputs like this:
Inserting ground frame at 9.0 with pos = 0.0, 0.0, 0.0
Inserting ground frame at 19.0 with pos = 0.0, 0.0, 0.0
First "frame at" makes sense but what about the pos, why it's zero? (When I play the run animation in blender the Bounds object moves.)
Then I parented the Bounds to the bone but now the ground frame wont be inserted - no print output anymore. Should I remove the modifier from the Bounds after doing this?
Thanks!
#3
06/27/2007 (5:19 am)
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#4
But it doesn't seem to work yet. The Bounds object is now parented to the bone I'm moving in the animation and it moves along with it in blender. Still in the game the animation speed doesn't change.
I may have found the problem, or at least part of it. There bone that moves the Bounds in run animation was also used in climb animation. But now after deleting the bone's keyframes from the the climb anim, they are still there, when the exporter scripts read it in the addGroundFrame(). I deleted the ipo curves for that bone but the keys still appear during the export...
I know it's the climb animation that has the key frame data left because I used print line like this:
So I get total of four lines from that print. First two are as excepted from the run but then comes two from the climb.
Any ideas? I did save the blend file and restarted blender in case that would help but no it didn't.
06/27/2007 (7:11 am)
I see, thanks! Should have figured to put the print there my self. :)But it doesn't seem to work yet. The Bounds object is now parented to the bone I'm moving in the animation and it moves along with it in blender. Still in the game the animation speed doesn't change.
I may have found the problem, or at least part of it. There bone that moves the Bounds in run animation was also used in climb animation. But now after deleting the bone's keyframes from the the climb anim, they are still there, when the exporter scripts read it in the addGroundFrame(). I deleted the ipo curves for that bone but the keys still appear during the export...
I know it's the climb animation that has the key frame data left because I used print line like this:
print "Inserting ground frame, from bone ",bound_obj.parentbonename,sequence.name,", at ", frame_idx, " with pos = ", pos
So I get total of four lines from that print. First two are as excepted from the run but then comes two from the climb.
Any ideas? I did save the blend file and restarted blender in case that would help but no it didn't.
#5
06/27/2007 (8:20 am)
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#6
Ok the values. I moved the bone pretty far in the pose mode for testing. So the output shows (rounded):
frame, pos
30 0.0, 0.4, 0.0
61 0.0, 10.0, 0.0
While testing I don't notice difference in the speed of the run animation.
Thanks for all the help, I'm open for suggestions what to try next...
06/27/2007 (11:30 am)
That fixed it, setting the ground frames to zero for the climb.Ok the values. I moved the bone pretty far in the pose mode for testing. So the output shows (rounded):
frame, pos
30 0.0, 0.4, 0.0
61 0.0, 10.0, 0.0
While testing I don't notice difference in the speed of the run animation.
Thanks for all the help, I'm open for suggestions what to try next...
#7
06/27/2007 (12:50 pm)
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#8
Now I tried with faster and slower moving speed by changing the maxForwardSpeed as you suggested but there is no noticeable difference in the animation speed.
06/27/2007 (11:21 pm)
Hey, yes I tried it moving the Bounds just a little and after that I made it to animate to longer distance but there doesn't seem to be difference.Now I tried with faster and slower moving speed by changing the maxForwardSpeed as you suggested but there is no noticeable difference in the animation speed.
#9
06/28/2007 (7:38 am)
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#10
06/29/2007 (5:48 am)
That would be nice, thanks! Because I'm left glueless atm what to try next.
#11
06/30/2007 (1:58 pm)
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#12
07/01/2007 (6:28 am)
Ok I sent you the blend file Joseph.
#13
07/01/2007 (6:35 am)
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#14
07/01/2007 (7:47 pm)
Sure, I sent it.
#15
07/02/2007 (2:04 pm)
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#16
Strange that the variable was not set anywhere in the example scripts.
So this problem is behind. :)
07/03/2007 (8:38 am)
Thanks Joseph! That was the problem.Strange that the variable was not set anywhere in the example scripts.
So this problem is behind. :)
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