[1.1 Beta "bug"] Changes to animation system causing problem with transitions and/or multiple threads - LOGGED
by ArchieMD User · in Torque 3D Professional · 04/27/2010 (11:09 am) · 5 replies
Can someone please provide me with some insight into what changed with the animation system from Alpha to Beta? I see lots of changes in tsAnimate.cpp related to transitions. Lots of "//To do:" tags too...
Not that it would be easy to diagnose, but here's my motivation:
I had added lip syncing functionality to a subclass of Player in the Alpha. It used multiple threads and transition each thread from a root (closed mouth) pose to the desired viseme, then back to the root. (One thread couldn't handle the overlapping of >2 poses).
This isn't working in the Beta. Instead I get sort of a pursing of the lips, i.e. many bones that are involved in the animation are not animating at all. Same models, same code (other than stock changes to Player). The model has an idle animation playing on it that does not involve any of the bones used in the lip animations.
Not that it would be easy to diagnose, but here's my motivation:
I had added lip syncing functionality to a subclass of Player in the Alpha. It used multiple threads and transition each thread from a root (closed mouth) pose to the desired viseme, then back to the root. (One thread couldn't handle the overlapping of >2 poses).
This isn't working in the Beta. Instead I get sort of a pursing of the lips, i.e. many bones that are involved in the animation are not animating at all. Same models, same code (other than stock changes to Player). The model has an idle animation playing on it that does not involve any of the bones used in the lip animations.
#2
04/27/2010 (1:41 pm)
Heh, we already had those changes commented out for the same reason you discussed in that thread. Thanks for the info though. Know of any other possibilities?
#3
No longer being able to have multiple active threads on different parts of a skeleton is definitely a bug.
Fixit fixit! (Or at least give me some basic documentation so I can!)
04/29/2010 (11:44 am)
Update: issue continues to be unresolved. No longer being able to have multiple active threads on different parts of a skeleton is definitely a bug.
Fixit fixit! (Or at least give me some basic documentation so I can!)
#4
08/22/2010 (5:02 am)
Logged as TQA-904 for QA to verify
#5
08/22/2010 (11:15 am)
@ArchieMD: Looking at the code, the keyframe padding is now controlled by a flag in addSequence(). This flag defaults to false, so I don't see how it would not work for you. Did you delete your cached DTS files and re-generated them using beta2?
Associate Manoel Neto
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www.torquepowered.com/community/forums/viewthread/111741
There are two new code blocks which create translation and rotation keys for non-animated nodes, which breaks any game using layered threads. Comment them out and you should be fine.