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T3D Beta 1 Animations Offset

by Kerry Enfinger · in Torque 3D Professional · 04/01/2010 (9:07 pm) · 3 replies

I exported a collada file with a character that is lying on the ground plane. I then exported a collada file with the same character animated with a root animation and the root joint is above the ground plane. For the animation, the collada exporter was set to only use the animation and the joints/skin. When I import this animation into Torque for use with the initial character, the root joint of the base character moves up to the location of the animation even though the root joint is not keyframed in the animation. Shouldn't just the joints that are keyframed be used for the character's animation? In the Alpha version, I did not have this problem. It appears to be a problem with either the collada importer or the dts converter in the Beta version. Can someone clarify or verify this problem?

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Owner of Altered Reality Software -- Bachelors Degree in Game and Simulation Programming -- Masters Degree in Database Management -- Currently working on Ph.D. in Computer Science


#1
04/02/2010 (11:22 am)
This seems to happen with the animations in the animation pack available in the store, as well. I've been batching through them trying to look at them, and consistently, when the animation is triggered, the player model lifts about ten inches off the ground before the animation begins to play. However, the "standard" animations for the player model reset to the ground plane if triggered after (such as a sequence of press control-1 to look at first 3rd party animation, press "w" to run forward with standard animation).
#2
04/06/2010 (2:56 pm)
@Kerry: This sounds quite similar to this.

I'm going to change the default behaviour in the next T3D beta to be the same as the alpha version, but with the option to override (to add animation keyframes when bind-poses are different).
#3
04/06/2010 (9:04 pm)
Thanks, Chris. The other post was the exact code problem that I had. Looking forward to the added feature.