Game Development Community

Using animation sequences (To control head movement)

by Jinnie Ong · in Torque 3D Professional · 08/18/2009 (4:30 am) · 4 replies

The effect that I'm trying to achieve is to enable both the player and the NPC to automatically turn their heads towards another NPC if they are near enough unless certain conditions are met.

There is a resource available here (http://www.garagegames.com/community/resources/view/6713) that provides the code on how to do this, however, as the code structure in T3D isn't exactly similar, I can't simply plug that code into my program and do some trial and error to see what makes it tick.

Could anyone please explain how specific animations can be called and used (more specifically, how to use the headside and look animation sequences) - all the F32's and S16's in the moveManager.cpp code doesn't make much sense at all. Thank you!

#1
08/18/2009 (5:14 am)
that resource looks like it should be fairly straight forward to implement in T3D not that much has changed in the player class.
try it.
#2
08/18/2009 (7:49 am)
I've tried up to the point of changing void Move::pack(BitStream *stream), however, up to that point, the code seems to have changed quite a bit. And without any explanation/comments on what the code does, I'm not very sure how I should proceed. (Being a new torque user and all)
#3
08/21/2009 (12:56 am)
Are there any resources available that describes how such animation code is structured and called. (The F32's etc, don't make too much sense to me). Thank you!
#4
08/21/2009 (2:17 am)
look for "turning animation" and "sprinting"
both of these I have put in T3D, and they where made for tge.....
oh, also "climbing", "melee" and "mantling"