Game Development Community

headside animation across a network - RESOLVED

by Griffin Condon · in Torque 3D Professional · 06/04/2010 (4:33 pm) · 2 replies

I noticed this bug well working on my project a year or so ago. Though I apparently didn't post my fix in a bug forum so it was never noticed.

Anyway the gist is that the network packing of freelook animation values are constrained by maxLookAngle for both x and z axises. Where in reality they are not necessarily the same value, and indeed likely should NOT be the same value. So the z axis should be constrained by maxFreelookAngle to line up with the animation code for the client.

My old fix is found here.

#1
08/21/2010 (10:15 am)
Logged as TQA-893.
#2
09/17/2010 (3:45 pm)
Fixed in 1.1 Beta 3.