Game Development Community

.

by Unlisted · in Torque Game Engine · 06/10/2009 (11:13 pm) · 2 replies

.

About the author

Recent Threads

  • .
  • .
  • .
  • .
  • .

  • #1
    06/11/2009 (12:10 pm)
    Don't use playThread - implement your own threads for facial animations in the Player class (or whatever class you're using). The existing animation slots accessed by playThread are designed to be used as full-body animations, and may have unwanted side-effects, such as being cancelled whenever the character moves. You can add as many TSThread* pointers to an object as you like, and you could update them all using one network mask.
    What I would do is make an identical copy of the playThread structure within the ShapeBase or Player class, but remaning everything to whatever you want your system to be called - like 'playFaceAnimation' or something. Then instead of 4 animations, add 25, and update them all in the same network mask bit in packUpdate/unpackUpdate. Once you've got that working the same way as playThread, you can add your own optimisations and features.