Game Development Community

DSQ animations

by tODD k. · in Torque Game Engine · 08/05/2008 (6:05 pm) · 4 replies

I would like to replace the default FPS animations with my own. But instead of creating individual files for each animation, I want to include them in one .dsq using the DTS utility.

How should I edit the code to reference those animations inside the single file instead of individual .dsqs?

datablock TSShapeConstructor(PlayerDts)
{
   baseShape = "./player.dts";
   sequence0 = "./player_root.dsq root";
   sequence1 = "./player_forward.dsq run";
   sequence2 = "./player_back.dsq back";
   sequence3 = "./player_side.dsq side";
   sequence4 = "./player_lookde.dsq look";
   sequence5 = "./player_head.dsq head";
   sequence6 = "./player_fall.dsq fall";
   sequence7 = "./player_land.dsq land";
   sequence8 = "./player_jump.dsq jump";
   sequence9  = "./player_diehead.dsq death1";
   sequence10 = "./player_diechest.dsq death2";
   sequence11 = "./player_dieback.dsq death3";
   sequence12 = "./player_diesidelf.dsq death4";
   sequence13 = "./player_diesidert.dsq death5";
   sequence14 = "./player_dieleglf.dsq death6";
   sequence15 = "./player_dielegrt.dsq death7";
   sequence16 = "./player_dieslump.dsq death8";
   sequence17 = "./player_dieknees.dsq death9";
   sequence18 = "./player_dieforward.dsq death10";  
   sequence19 = "./player_diespin.dsq death11";
   sequence20 = "./player_looksn.dsq looksn";
   sequence21 = "./player_lookms.dsq lookms";
   sequence22 = "./player_scoutroot.dsq scoutroot";
   sequence23 = "./player_headside.dsq headside";
   sequence24 = "./player_recoilde.dsq light_recoil";
   sequence25 = "./player_sitting.dsq sitting";
   sequence26 = "./player_celsalute.dsq celsalute";
   sequence27 = "./player_celwave.dsq celwave";
   sequence28 = "./player_standjump.dsq standjump";
   sequence29 = "./player_looknw.dsq looknw";
};

Hope I'm making sense, thanks!

#1
08/05/2008 (6:09 pm)
I haven't done much work with Torque's artwork, but I think you just leave out the animations that are int the DTS file.
#2
08/05/2008 (6:21 pm)
I think I understand, and I have the same question. I would think that somehow you'd have to be able to define the frame start and stop positions to a name. I'd love to know how to do this, models from mmoworkshop for instance have all the animations baked into the dts, the only way I knew how to do it was re-export from milkshape with all the animations separated out into their own dsqs.
#3
08/05/2008 (6:34 pm)
I'm able to define the sequences through the DTS export utility (out of maya). You can define name, frame range, looping etc.

I think I got it to work. It looks like I was able to access them like this:

datablock TSShapeConstructor(PlayerDts)
{
   baseShape = "./player.dts";
   sequence0 = "./playerAnimaitons.dsq Sequence_root";
   sequence0 = "./playerAnimaitons.dsq Sequence_run";
};
#4
08/05/2008 (11:30 pm)
@tODD k.: I will give this a bash later on today as I have similar models and requirements with the DSQs embedded in the objects.