Game Development Community

Animations Not Showing Up in Game

by Jerane Alleyne · in Torque Game Engine · 01/04/2002 (10:20 pm) · 12 replies

OK, I'll try to explain this correctly, its a little odd :)

I've made a player model to use for our game, complete with animations for the root and running, as well as other animations. For right now, I'm concentrating on getting the model into the game with minimal effort, so I made sure that the naming is identical to the Torque demo model and animations (player.dts, player_forward.dsq, player_root.dsq, etc.), with the hopes of it catching immediately in the game. And it work...partly. The idle animation I made for the 'root' works fine...but the animation I used for 'player_forward' in order to walk, won't trigger. The sequence name is the same, and all of my animations show up in the model viewer. The model physically moves forward, but won't perform the animation to walk.

Now this is the wierd thing. I haven't made any kind of 'jump' sequence, yet one of our team members changed the 'run' sequence name in the player.cs to 'jump'...and when the model jumps, it triggers the run animation! We tried using other sequence names that were used with the Torque model to get a similar effect(look, side, back), and the ones associated with walking would not work. Others would trigger an animation...

So far, we've concluded that the animations work fine themselves, and that the issue might be in how the game engine sees the model...? The skeletal structure of the biped in our model is different from the Torque model skeleton. While the Torque model has 3 sections for the spine, ours has 1. Other than the size of our model (Larger), there's no other difference. We were thinking that the engine sees our model structure as incorrect, and won't trigger the animations. I was hoping that someone could shed light on how Torque processes animations that deal with movement/walking, and possibly help out with a solution to this dillema.

Hope you can help!

Thanks

#1
01/04/2002 (11:07 pm)
This might have somethign to do with the Ground Transform. In order for the animations to work, they need to have ground transform in them.
#2
01/04/2002 (11:18 pm)
Hey Joe!

If you mean the ground transform option in the parameters for the sequence before you export, I thought about that too. Nope, its not begin ignored (unchecked).

I was thinking maybe the bounding box too, but it encompasses the whole model...

*sigh* :)
#3
01/04/2002 (11:26 pm)
It may not be ignored, but it might not be enough to register as forward movement. Is the bounds animating forward? If so , how much?
#4
01/05/2002 (3:13 pm)
Do you mean is bounds in the game independent of the model? I'll check...

But...how do you check if bounds is moving with/against the model in the game? Its linked to the scene root, so it works properly with the animated sequence as far as I can tell.
#5
01/05/2002 (4:03 pm)
Type:

$GameBase::boundingBox = true;

in the console to view bounds ingame.

// Clocks out
#6
01/05/2002 (6:08 pm)
Thanks ;)

This is interesting...This is what it looks like:

www.eventalpha.com/images/ea_box.jpg
The bounds I made should have encompassed this. Should I have 'bounds' in the AlwayExport column in my .CFG for the main model? I'll try it anyway...

*I just tried it...no luck :(
**OH! The Box is moving with the model, but seems to have a bit of resistance...

Here's what the actual box looks like:

www.eventalpha.com/images/ea_box02.jpg
Its aligned properly...


Also, these other smaller boxes. I know they represent the original model, but can their sizes be edited somewhere?

Thanks ;)
#7
01/05/2002 (8:31 pm)
Well, I was able to enlarge the bounding box via the player.cs script. It now encompasses the entire model, but there is still no change...the run sequence will not trigger.

Any other suggestions would be appreciated;)

Thanks
#8
01/06/2002 (12:34 pm)
In the run sequence MAX file, is the bounding box animating?
#9
01/06/2002 (1:05 pm)
Yeah, the box is set to follow the model, so that's working. It doesn't animate any movement along the X or X axis, because its only set to inhereit Y axis movement.

The Box moves fine in the game too...
#10
01/06/2002 (1:14 pm)
WAIT......waint, wait, wait....

are you telling me you have to actually MOVE the model forward in the sequence?? I had the model running in place...I just changed the model to move a bit of a distance...and it works? I don't believe it! Where is this written?! Obviously I missed something...?

I guess I misunderstood when you said there had to be forward movement registered...I was thinking in the game, not the max file itself. That's a new one...

Thatnks a lot for everything, you saved m'life ;)
#11
01/06/2002 (1:25 pm)
Yes, the model ( and the the bounding box)must be moving forward.

This is how the 'ground transform is determined.
#12
01/06/2002 (5:08 pm)
Ah....

Now that that obstacle is out of the way, I'm seeing some interesting issues with the animation during the walking.

First one, I added a little 'bounce' or 'bob' to my walk, but this part of the animation isn't showing up...it just moves in a straight line. Does the same thing apply here?

The second, I notice the first person view stays aligned with the torso. I have my torso twisted, so it makes the walk animation go to an angle in this view. I have the 'Cam' and 'Eye' aligned with the head, which is in proper alignment. I'll look for how to change this, but I know I'll be screaming for help later ;)

Thanks!