Game Development Community

Death animation crashes

by Nick Kossintsev · in Torque Game Engine · 04/30/2003 (7:15 am) · 25 replies

Hi,

I'm experiencing a strange crash trying to incorporate a Death1 animation into my game. All other animation sequences are functioning correctly and even Death1 is showing up correctly in the show tool. However, dying in the game (whether ctrl+k'ing or getting killed by ai player or whatever) causes the torqueDemo to crash with unhandled exception.
The DSQ sequence does NOT ignore the ground transform (so that checkbox is UNCHECKED in exporter), it is NOT cycled, and the transforms are NOT being collapsed. It is a standard full body animation that exports correctly but fails to function in the game.

Any help or ideas will be greatly appreciated.

-Nick
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#21
10/05/2004 (8:29 am)
Good question Robert !

I set all death animations to my root animation from start
After that i add them one by one .
example :

sequence10 = "./player_root.dsq death1";
sequence11 = "./player_root.dsq death2";
...........
#22
10/05/2004 (9:01 am)
Hmm, well, this should help, I'll give it a try. And I will link the bounds to the Bip01, and set keys at the beginning and end. Since I only have 1 death anim, I'll go ahead and do like Billy, heh. Thanks for the info.

I'll post again if it works out.
#23
10/05/2004 (9:22 am)
It looks like making 11 entries for the death is what worked. Thanks. :D
#24
10/08/2004 (6:34 am)
Hmmm. Am I the only person who has noticed that two of the animation names are identical?

If you check player.cs (or Robert Brower's post above) and compare animation names for numbers 3 and 8 above the names are identical. They are both $PlayerDeathAnim::TorsoBackFallForward.

And from the look of the animation number 8 should probably be something like...
$PlayerDeathAnim::TorsoSlumpForward but I can't make any comments on how this would effect the actual play of the game - might simply crash the system.

Think I'll poke around in here for a while.
#25
01/29/2005 (11:27 pm)
There is a solution to this issue for Milkshape, 3DS Max and Maya exporters in this thread that does not require you to hack the engine at all.
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