Embedding animation in .DTS
by Infinitum3D · in Artist Corner · 08/20/2008 (7:39 am) · 12 replies
I'm trying to make a simple waving flag and I'd like to embed the animation in the .DTS since I don't need the animation to ever change. Do I have to export a .DSQ? or can I embed a single animation and export.
I want to flag to wave automatically and continuously when the mission loads.
Any help is appreciated.
Tony
I want to flag to wave automatically and continuously when the mission loads.
Any help is appreciated.
Tony
#2
08/20/2008 (7:55 am)
You can embed the animation in the DTS. Just create the sequence helper in your scene (setting it up right of course) and export. The animation will be seen by the exporter and included with all the other data that is pushed into the DTS.
#3
Do I need bones, even if nothing bends?
I have a simple box "sign", with bounds and collision meshes. I have an animation key at 0 with the sign in a neutral plane, a key ay 30 with the sign at 10 degrees angle, a key at 60 with the sign -10 (neg. degrees) and a key at 100 with the sign back at neutral.
The "play" button in Max shows the sign swing back and forth.
The exported .dts has collision but animation. I export a .dsq but it doesn't work in game OR in showTool (doesn't even load .dsq).
What did I forget?
Thanks!
Tony
08/20/2008 (11:05 am)
That's where it gets me. What do you mean by "sequence helper"?Do I need bones, even if nothing bends?
I have a simple box "sign", with bounds and collision meshes. I have an animation key at 0 with the sign in a neutral plane, a key ay 30 with the sign at 10 degrees angle, a key at 60 with the sign -10 (neg. degrees) and a key at 100 with the sign back at neutral.
The "play" button in Max shows the sign swing back and forth.
The exported .dts has collision but animation. I export a .dsq but it doesn't work in game OR in showTool (doesn't even load .dsq).
What did I forget?
Thanks!
Tony
#4
Have you read This www.garagegames.com/docs/tge/general/ch08s03.php
It happens to be my favorite chapter!
Ive read it a thousand times and keep getting information from it.
-Surge
08/20/2008 (11:46 am)
Im Trying to help here.Have you read This www.garagegames.com/docs/tge/general/ch08s03.php
It happens to be my favorite chapter!
Ive read it a thousand times and keep getting information from it.
-Surge
#5
You can export most types of animation, not just bones. For something complex, bones are probably your best choice, but a simple flag with just a few vertices changing will work well as a deform. Do make sure to checkbox a 'forced' export of any non-standard animation export. The exporter usually works fine, but not always. A force will ensure it does work.
By default, your sequence helper will be named sequence01. This is fine if your using a .cs file to remap animation names from a dsq (such as players). Otherwise, name this sequence to match what you'll call it in code/script. You probably want 'ambient', 'idle', 'activate' or such. Make sure you also add start/stop keys to the helper. Thats a bit more complex, hopefully that doc explains it well enough for you. If not, give a yell...
08/20/2008 (12:00 pm)
The answer is probably in that doc; I haven't read it for a few years and didn't feel like re-reading it... The quick answer: Under helpers you should have a button for 'general dts helper'. Use it to make a smallish box somewhere in your viewport, then look over the options you have available on your toolbar.You can export most types of animation, not just bones. For something complex, bones are probably your best choice, but a simple flag with just a few vertices changing will work well as a deform. Do make sure to checkbox a 'forced' export of any non-standard animation export. The exporter usually works fine, but not always. A force will ensure it does work.
By default, your sequence helper will be named sequence01. This is fine if your using a .cs file to remap animation names from a dsq (such as players). Otherwise, name this sequence to match what you'll call it in code/script. You probably want 'ambient', 'idle', 'activate' or such. Make sure you also add start/stop keys to the helper. Thats a bit more complex, hopefully that doc explains it well enough for you. If not, give a yell...
#6
I'm not even trying to deform anything right now, just swing a box back and forth.
I'll check out the doc.
Tony
08/20/2008 (12:29 pm)
Thanks for the help.I'm not even trying to deform anything right now, just swing a box back and forth.
I'll check out the doc.
Tony
#7
Did I miss a step?
I see (in track view) swingingSign, with Sequence Begin/End, but I cannot create the two keys...
Please help.
Tony
08/20/2008 (1:45 pm)
I'm in the track view trying to add keys to the Begin/End but Add Key does nothing???Did I miss a step?
I see (in track view) swingingSign, with Sequence Begin/End, but I cannot create the two keys...
Please help.
Tony
#8
Ok, something moves in showTool. I'll try it in game...
Well, whatever moved in showTool wasn't the sign.... It may have just been the sequence box? The doc said the sequence doesn't need to attach to anything...
I'm making progress though. Any suggestions? at least something I exported moves.
Tony
08/20/2008 (2:11 pm)
Ahhh.. I have to put the keys on the baseline....Ok, something moves in showTool. I'll try it in game...
Well, whatever moved in showTool wasn't the sign.... It may have just been the sequence box? The doc said the sequence doesn't need to attach to anything...
I'm making progress though. Any suggestions? at least something I exported moves.
Tony
#9
All of my transforms in Max are at 0, so where does this second box come from?
Thanks!
Tony
08/21/2008 (11:46 am)
OK, when I export it and open it in showTool, the sign does not move, but a second box, much larger and lower than my sign, does swing back and forth.All of my transforms in Max are at 0, so where does this second box come from?
Thanks!
Tony
#10
Does the bounding box have to move with the animation or just cover the entire animation?
08/22/2008 (2:17 pm)
Can anyone please clarify?Does the bounding box have to move with the animation or just cover the entire animation?
#11
08/22/2008 (10:52 pm)
Just cover the animation
#12
08/23/2008 (6:36 am)
Thanks!
Torque Owner Infinitum3D
Tony