3d animations in the gui
by Sigmund Haugland · in Torque 3D Professional · 03/08/2010 (2:39 pm) · 7 replies
After some fiddeling I have been able to load a mesh (both Gideon and a custom toon) to a GuiObjectView. Unfortunatly I have not managed to get the assosiated animations sequences to run, even though they work nicely in a mission. Have tried both .setActionThread("root");(gives a unknown command error in the console) and .setSeq("root") but still no luck.
Is it possible to play a sequence from script or does it need to be coded in c++ and with some sort of trigger to start a given sequence?
Is it possible to play a sequence from script or does it need to be coded in c++ and with some sort of trigger to start a given sequence?
About the author
Artistic lead at BadUncleGames, developing ALBA, a historic mmo set in the medieval Scotland.
#2
Okay, I've given GuiObjectView a complete make-over (it's pretty clear this hasn't been really touched in quite some time and was left in a broken state). Changes will be in the upcoming release.
You can now mount to arbitrary nodes, specify sequences by name (and these are actually played now), set the skin to use on the main and/or mounted shape, specify light properties (color, ambient, direction), and alter the camera speed.
Also, the view's properties can now be conveniently modified in the Gui Editor which is a whole lot nicer and more convenient for setting things up than before.
Sorry I can't offer an immediate solution here but 1.1. final really shouldn't be too far out.
03/09/2010 (12:33 pm)
Okay, I've given GuiObjectView a complete make-over (it's pretty clear this hasn't been really touched in quite some time and was left in a broken state). Changes will be in the upcoming release.
You can now mount to arbitrary nodes, specify sequences by name (and these are actually played now), set the skin to use on the main and/or mounted shape, specify light properties (color, ambient, direction), and alter the camera speed.
Also, the view's properties can now be conveniently modified in the Gui Editor which is a whole lot nicer and more convenient for setting things up than before.
Sorry I can't offer an immediate solution here but 1.1. final really shouldn't be too far out.
#3
03/09/2010 (2:42 pm)
This is truly great news, thanks Rene :)
#4
Thanks alot!
03/10/2010 (1:16 am)
That all sounds great! Its not something that is urgent to me so i will plan for it now, and get back to it when 1.1 final is out. Thanks alot!
#5
The only thing i miss now is an easy way to disable mouse control so the user cant alter the rotation and zoom of the mesh.
If anyone have any ideas on how to do that without adding a different control on top of it, please let me know :)
08/07/2010 (9:11 pm)
Now that T3D 1.1 Beta 2 is out i have looked at the GuiObjectView again and the make-over is GREAT! The only thing i miss now is an easy way to disable mouse control so the user cant alter the rotation and zoom of the mesh.
If anyone have any ideas on how to do that without adding a different control on top of it, please let me know :)
#6
Thanks :)
Since as is GuiObjectView does not have a built-in way to disable its mouse handling, putting something like a GuiMouseEventCtrl on top of it so that it covers the GuiObjectView indeed sounds like the simplest approach.
08/07/2010 (10:34 pm)
Quote:Now that T3D 1.1 Beta 2 is out i have looked at the GuiObjectView again and the make-over is GREAT!
Thanks :)
Quote:If anyone have any ideas on how to do that without adding a different control on top of it, please let me know :)
Since as is GuiObjectView does not have a built-in way to disable its mouse handling, putting something like a GuiMouseEventCtrl on top of it so that it covers the GuiObjectView indeed sounds like the simplest approach.
#7
08/07/2010 (10:44 pm)
Nice, Rene, very nice :)
Associate Rene Damm
setSeq actually takes an index to the sequence rather than its name. Even then, though, I don't see GuiObjectView actually setting the sequence to play anywhere in source so frankly, I think this functionality of the control is just plain broken.
I'll put this on my list for 1.1 final.
At the moment, an alternative might be to use GuiShapeEdPreview which is a far more complex beast, though.