Understanding threads, blends and DSQs
by David McDonald · in Artist Corner · 10/23/2009 (7:23 pm) · 1 replies
Hi folks,
Can anyone point me to a decent explanation of how threads work with blending animations? In particular the tie in between the sequence definitions in the character CS file and how it calls the animations etc?
I've done quite a hunt and there's plenty of "If you use the standard animation sequence names" type tutorials and posts but little on the real nuts and bolts so I can nut out how to do what I need to do. (In particular have upper body run animation that can be changed with blended ones depending on the player action)
thanks for the help folks, the docs are a little sparse on the Torque basics still.
Cheers.
Can anyone point me to a decent explanation of how threads work with blending animations? In particular the tie in between the sequence definitions in the character CS file and how it calls the animations etc?
I've done quite a hunt and there's plenty of "If you use the standard animation sequence names" type tutorials and posts but little on the real nuts and bolts so I can nut out how to do what I need to do. (In particular have upper body run animation that can be changed with blended ones depending on the player action)
thanks for the help folks, the docs are a little sparse on the Torque basics still.
Cheers.
About the author
After many years in the professional business end of the IT industry I am working with a small group of friends to enter the indie game development market.
Torque Owner Marc-Andre Parizeau
Have you tried reading this document?
http://docs.garagegames.com/artist/official/3D%20Studio%20Max/Animation.html