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Torque 3D Beta 5 Bug - Shape Editor Sequences - can't edit start/end frames

by mb · in Torque 3D Professional · 08/20/2009 (9:40 am) · 7 replies

Description: When trying to create a new sequence in Shape Editor the start/end frames are not being set correctly.

My object was a plain old box with all the animations in one timeline exported from Maya with only a couple nodes: base01 and detail32. If we need more nodes please let me know what they are because I'm trying to explain to the artist I'm working with which nodes are needed but I'm not even sure myself.

The first animation was from 0-30, the second 31-40. I imported the collada file and went to the shape editor. I added a new sequence (all it had was ambient). I renamed the new sequence to something like "boxtest". I changed the first animations end frame to 30. Then I tried changing the second animations start frame to 31 (which I think worked). Then I changed the end frame to 40 but I would revert automatically to 5. It wouldn't let me change the end frame. Thats about it.

OT:It would be nice if the sliders changed the start/end frames in the text fields also.

BTW: I didn't check the console for errors.

Thanks!!

#1
08/20/2009 (12:36 pm)
I had this too. I think it is something like the material editor, where if you don't hit return in the correct field, the changes don't take.

#2
08/20/2009 (3:57 pm)
I hit return and it still doesn't work.

edit:

Wait.. what is 'the correct field'?
#3
08/20/2009 (7:19 pm)
Ok I just did one....Here are the steps, most of which you are doing correctly, I am sure.

1. Load your animated object.
2. You should see root pose and ambient (or more if you are more sophisticated user than me)
3. click on ambient
4. click on new sequence
5. type a name in, hit Return
6. make sure source is ambient
7. check or uncheck loop, as you desire
8. type in the in and out frames
9. hit Return again, it doesnt matter from where...i don't think.
10. check your shape...if the frames are not correct, do it again
11. sometimes, the number of frames field is wrong, but it should still work.
12. When you finally get all the sequences in, and all correct, hit save.

It's somewhat beyond my language capabilities to explain why or how this is bugged, but I guarantee if anyone uses it who is trying to figure it out on their own, they will conclude it is bugged.

However, it does work , for me at least, if you baby it. I have gotten it to work several times and saved sequences. The key is you have to hit return various times for information to take, I dont know why.

You should try not to discard unsaved changes (ie, dont give up till it is correct and you save it), as it will put a mass of garbage lines in the script file where it saves the sequences.

I am sorry my explanation sucks....if it doesn't work, just keep hitting return and retyping info, sooner or later it will work, then SAVE fast!!! lol.

I hope you posted this with a BETA 5 BUGS tag, as they asked us to.

so, for GG sake to recap:

1. start and end frames, after being changed sometimes revert to their old values

2. number of frames does not always reflect correctly the number of frames in the sequence





#4
08/24/2009 (9:59 am)
I've gotten sequences to add for static shapes but I've run into the same problems again when creating a scripted object.

How do we create a scripted object and add sequences? In other words.. save to the art\datablocks folder and exec in the datablocksexec file and have it show up under scripts.

When I add sequences to my scripted object T3D creates a new datablock for my object and adds the sequences to it. This is not what I want and it creates problems with the start/end frames.



#5
08/24/2009 (2:10 pm)
It creates a new datablock or a new OnAdd function? I haven't used it in a while, but it didn't create a new datablock for me when I did (at least not that I recall). If it does and you don't like it, can't you just modify it to the way you want it?
#6
08/24/2009 (3:56 pm)
Yes you can modify it. I think the problem I was having was getting it into the scripts tab in the world editor (which I beleive was just a problem of exec'ing it..). The only drawback would be saving the .cs file in the same directory as my object instead of saving it in the datablocks folder. I guess once it is setup I can move it then just not edit it again.
#7
08/24/2009 (5:02 pm)
It's hard (at least for me it was) to get the first one working. After that, the ease of the whole thing starts to become clear. Have you gotten what you need working? I was unclear of that from your post. If you still need help, I will refresh my memory by doing another one myself, and then I could probably explain it better. Once I got it working I moved on to other things, so I don't recall all the details off the top of my head.