Game Development Community

Man floats

by Brad Wilson · in Artist Corner · 01/01/2003 (6:04 pm) · 10 replies

I know I have seen this in a thread but I cannot seem to find it. (Content searching would be nice on this site.)

What causes my player to hover above the ground in the game? I have played with the bounds pivot point with no luck.

Thanks

#1
01/05/2003 (11:24 pm)
See if lowering both the player and the bounds down to the zero on the z axis. That should work.
#2
01/06/2003 (3:56 am)
I had a similar problem. It turned out that the problem was that my model and the animations I used at that time (the animations that came with torque) didn't quite work together. In my case it was mainly the idle-animation. After I replaced it, my player didn't float above the ground anymore.

Stefan.
#3
10/27/2003 (5:57 am)
My model has a similar problem. It's hovering over the ground and in some of my animations, the height at which it hovers varies (e.g. my run animation is much further from the ground than my root animation).

I've tried changing the pivot point, moving the bounds box, heck, I even shrinked the bounds box and the player was sticking out of it... It still exported the same information and nothing changed (isn't that supposed to fail?).

Does anyone know what it might be?

p.s. - All of the animations I'm using are my own and not from the demo.
#4
10/27/2003 (6:53 am)
Look! Its the Floating Fat Man!
#5
10/27/2003 (10:22 am)
Uncheck Collapse transform in the exporter toolbox and see what happens (No promises).
Also if your not using the same setup as the default player when you export you'll experience problems with the default animations. You'll need to export your own animations at this point. Its always better to do that anyway.

Matt
#6
10/27/2003 (12:17 pm)
Thanks for the comment. Unfortunately, I'm already doing what you suggested. I'm not using any animations from the default player. Collapse Transform is unchecked. Hmmmmm...

Upon further study, my 'root' animation is in a different position than my dts model... If I copy my root animation pose to my dts model and re-export, perhaps that will fix the problem... Then if I add my root animation pose to the 0 frame of every animation I have, perhaps those animations will fix themselves? I'll have to wait and try it later tonight, but if anyone has any clue whether what I'm saying will work or not, let me know. I'll post my results tonight when I get to it.
#7
03/13/2004 (4:32 pm)
I have the same problem can anybody help?
@Will, have you been lucky with this stuff?
Any ideas?

Thanks

Sergio
#8
03/13/2004 (10:02 pm)
What was wrong with my model/animations was that I didn't have the root position in every animation. To fix this, I just made all of my animations begin with the root position at frame 0, then start my actual animation at frame 1. I have no idea if this is what was wrong with anyone posting before me.
#9
03/14/2004 (10:38 am)
Ok, got it
many thanks for the reply Will
#10
03/14/2004 (10:44 am)
This forum is for discussing general (read, not related to Torque) modelling issues.
Specifics on TGE should go in the public tools forum, like this thread should have been
If it involves programming with the said tools, there is a tools forum in the private SDK forums.