Game Development Community

Possible to Animated Mounted Objects ? (non-weapons)

by Cai Yundong · in Torque 3D Professional · 06/07/2010 (1:03 am) · 2 replies

Was wondering if it was possible to create customizable characters this way.
First, create an empty mesh with bones and mount points, then mount the various body parts,
eg. Head, Hands, Boy, Leg.

In this way is it possible to get them to inherit animations from the bones ? Eg, Run, jump, idle, etc.
If possible, any idea how it could be done ?

#1
06/07/2010 (5:27 am)
The bones are nodes like any other, so you could easily extend the Player class mounting code to allow mounting to any node.

I don't fully understand what you mean by inheriting animation from the bones. The mounted piece will follow the bone it is attached to, yes, but it will not be soft skinned (example: a mounted t-shirt wouldn't follow the torso deformation).

In the project I'm working on we are creating customized characters using TSShapeConstructor's addMesh() to add skinned meshes. Every part is skinned and contains the same bone hierarchy as the base character.
#2
06/07/2010 (8:02 pm)
First of all thanks for your reply. What i mean is for example, if there was an arm mounted, would it be able to bend at the elbows following the skeleton when running ? This is slightly different as its a mounted object and not a hidden mesh. Your comment on not being soft skinned seems to say this approach might not work.

UPDATE.
I've been reading/playing about with Addmesh and have 2 questions.
1) It seems to affect the TSConstructor and not the datablock. This might work for single player, but how would it affect multiplayer games ? Will all meshes using the that particular TSConstructor be affected as well.

2) I keep getting the error that skin is weighted to node XXX that does not exist in this shape, despite both using the same skeleton. I was wondering if you could provide some help on how you did the addmesh. Thanx

Update 2:
Well, now it seems to find the mesh and shape but it crashes when trying the addmesh operation :( Below is the script i used. Do need to add a "N" at the back of the right_leg_geo01 mesh ?
boy_future1.addmesh("art/shapes/player/sufangchar/boy_future1_legs.dae","right_leg_geo01 2","boy_leg")
infact, i even tried to just add a primitive, and it still just crashed...
boy_future1.addMesh("cube", "1 1 3", "col-1");
I then created a new project, empty terrain with Gideon, and tried it with Gideon's TSShapeConstructor and it still crashed.
GideonReduxDts.addMesh("cube", "1 1 3", "col-1");

Anyone else facing this ? Is this a noted/logged bug ? Searching for "addmesh" only came up with 2 posts, both by Ted Southard.