Eye Node and Sidestepping
by Jerane Alleyne · in Torque Game Engine · 08/09/2002 (8:44 am) · 4 replies
I've been banging my head against this for some time now, and I think its time I plead for some help :(
I've been trying to get a different type of sidestep sequence to work properly. Because of the nature of our game, I'm trying to get the player models to sidestep with the waist/lower body facing sideways, and the torso/upper body facing forward. Now, I can get sidestep to work in the basic method, where the waist and torso are aligned, but the problem is what happens when I turn the torso and the waist to get the pose I want. I'm using a biped skeleton, so I need to use Bip01 Spine to turn the torso, and Bip01 to turn the lower body. I should mention the Eye and Cam nodes are linked to the head.
After exporting the sequence, I see that in the third person view, it looks fine. But the problem is in the first person view...while the lower body turns the entire body, which is correct, the torso seems to stay in a fixed position. So instead of turning to face forward, the lower body's position has shifted. To clarify, say I have the entire body facing forward, and I rotate Bip01 Spine to the left. In the game's first person view, the torso will face forward, and the lower body is turned/rotated to the right.
I was thinking this had to do with the eye node movement and/or rotation flowing the X axis movement, so it was moving in conjunction with the upper body. I can't remove the x axis linking, becasue the sidestep is going in that direction, and teh eye node will stay put. Moving the eye node manually pretty doesn't change anything, and the eye node doesn't seem to repond to rotation.
I just wanted to know if there was a solution to this that might not immediately involve going through code to change the properties of the eye node, maybe to make it mroe like the Cam, which seems more and more to be the case. I'd just prefer not to wait for our coder to get back from vacation, and just to see if I'm missing anything :)
Thanks a lot :)))
I've been trying to get a different type of sidestep sequence to work properly. Because of the nature of our game, I'm trying to get the player models to sidestep with the waist/lower body facing sideways, and the torso/upper body facing forward. Now, I can get sidestep to work in the basic method, where the waist and torso are aligned, but the problem is what happens when I turn the torso and the waist to get the pose I want. I'm using a biped skeleton, so I need to use Bip01 Spine to turn the torso, and Bip01 to turn the lower body. I should mention the Eye and Cam nodes are linked to the head.
After exporting the sequence, I see that in the third person view, it looks fine. But the problem is in the first person view...while the lower body turns the entire body, which is correct, the torso seems to stay in a fixed position. So instead of turning to face forward, the lower body's position has shifted. To clarify, say I have the entire body facing forward, and I rotate Bip01 Spine to the left. In the game's first person view, the torso will face forward, and the lower body is turned/rotated to the right.
I was thinking this had to do with the eye node movement and/or rotation flowing the X axis movement, so it was moving in conjunction with the upper body. I can't remove the x axis linking, becasue the sidestep is going in that direction, and teh eye node will stay put. Moving the eye node manually pretty doesn't change anything, and the eye node doesn't seem to repond to rotation.
I just wanted to know if there was a solution to this that might not immediately involve going through code to change the properties of the eye node, maybe to make it mroe like the Cam, which seems more and more to be the case. I'd just prefer not to wait for our coder to get back from vacation, and just to see if I'm missing anything :)
Thanks a lot :)))
#2
Thanks Joe
08/09/2002 (11:37 am)
You're right, I remember the programmers mentioning something like this early on when we were getting animation working. Guess it couldn't be helped :)Thanks Joe
#3
Worth a try?
08/09/2002 (11:54 am)
You could always rename your BIPED. If you rename it, you would have to rename all the DSQ max files as well. Should not be to hard with the way CS handles the Bip naming.Worth a try?
#4
I need to add some things anyway, so they're gonna get redone...but I might try that deal with the player.cc first.
Heh, that's what I get for using Biped :P
Thx again :)
08/09/2002 (1:53 pm)
Aiyaa!! Again?!?! :))I need to add some things anyway, so they're gonna get redone...but I might try that deal with the player.cc first.
Heh, that's what I get for using Biped :P
Thx again :)
Torque Owner Joe Maruschak
Might try checking player.cc?