Stock Forward sequence bip file
by elvince · in Artist Corner · 05/02/2010 (9:16 am) · 5 replies
Dear all,
In T3D, the stock bip file are now available. I'm pretty confused in the way to use them. In fact, if I look at the forward bip file, the biped is moving forward and do not stay at the same position.
So if I export it like this, the player is moving forward during the animation and this is not what we need in T3D.
So my question might be stupid but how can you use them without changing all position key to not move forward but have a perfect run cycle at the same start position.
Thanks,
In T3D, the stock bip file are now available. I'm pretty confused in the way to use them. In fact, if I look at the forward bip file, the biped is moving forward and do not stay at the same position.
So if I export it like this, the player is moving forward during the animation and this is not what we need in T3D.
So my question might be stupid but how can you use them without changing all position key to not move forward but have a perfect run cycle at the same start position.
Thanks,
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#2
I Will try what you suggest and come back to you.
Just to understand, do you mean that the bounds object must be child of bip01?
I look at a lot of documentation to understand how to export Dts and dsq and I never read this. I Will look in the max file as I didn t catch that.
I hope this part will more straight forward and better documented in the future.
Just in case, i have a question on the type of exporter i should use. In fact i take some files from eb repository with a
nice gui that help to create dummies node and so on but i had to change the exporter from pro to regular one to work with 2009 version.
By doing this, if i use the gui to setup my seq, they are not exported as no sequence object is put but dummies named séquence_xxx.
Does pro works differently than regular? Do you think it s worth using dts exporter or it s better to learned dae export process?
Thanks
05/03/2010 (12:46 pm)
Thanks for this answer this is clear and very helpfull to understand how this is working. I Will try what you suggest and come back to you.
Just to understand, do you mean that the bounds object must be child of bip01?
I look at a lot of documentation to understand how to export Dts and dsq and I never read this. I Will look in the max file as I didn t catch that.
I hope this part will more straight forward and better documented in the future.
Just in case, i have a question on the type of exporter i should use. In fact i take some files from eb repository with a
nice gui that help to create dummies node and so on but i had to change the exporter from pro to regular one to work with 2009 version.
By doing this, if i use the gui to setup my seq, they are not exported as no sequence object is put but dummies named séquence_xxx.
Does pro works differently than regular? Do you think it s worth using dts exporter or it s better to learned dae export process?
Thanks
#3
I had to add the bounds as a child of bip01 and also put bip01 at the root level.
Thanks for those tips!
05/04/2010 (2:52 am)
Ok i got it working!! I had to add the bounds as a child of bip01 and also put bip01 at the root level.
Thanks for those tips!
#4
05/04/2010 (2:59 am)
..if anyone is wondering how to find the stock animation files, you need to create your own "full" project..they will be added to the full project template.
#5
05/04/2010 (7:44 am)
The bounds doesn't always need to be a child of the "bip01" (or similar) node for all the animations or even the DTS, but it does in some cases like when there is velocity or movement applied to the whole skeleton.
Associate Logan Foster
perPixel Studios
ie) The sequence is setup to move about 3.5 meters in the 1 second span, so if your player was moving 5 meters in a second, the animation would be scaled by the engine to play faster to sync with this movement, if your player was moving 1 meter per second the animation would be scaled by the engine to play slower.
The reason why the player doesn't run off ahead of the camera all the time in the default sequences you see shipped with Torque3D for Gideon is because the "bounds" node follows along with the player. My guess is that you have your "bounds" node unlinked from bip01 and as such your player is quite literally running away from the center of its local world.
I hope that helps. There was supposed to be a contract to follow up with the animations that I did to document stuff like this, but it never came. But in the meantime though feel free to post here and I will try to spot it as I check the site a few times a day.
Logan
PS: Don't forget that the .max files for all the animations are in Torque3D as well (same folder as the BIPs) so if you ever need a reference or want to steal the sequence helper for naming you can.