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T3D 1.1 Beta 2 - vehicle object ( mounted player object ) Animation bug

by Enel · in Torque 3D Professional · 09/15/2010 (9:01 am) · 5 replies

Build: 1.1 Beta 2, 1.1

Platform: Windows XP

Target: mounted player object

Issues:

vehicle animation (see wheel and rigging) that mounted player object sometimes dosen't play

setSequence function right working

selectKeyframes function also right working

but animation dosen't work

Steps to Repeat:
1. Launch the game
2. Create buggy vehicle
3. moving around and around
4. sometimes after wheels and rigging animation something wrong

Suggested Fix : I dont know :(.. sry..

#1
09/15/2010 (5:50 pm)
I believe this is not a bug.
In pickActionAnimation() ,there is a clause isMounted(),that sets the root animation for all mounted players (and aiplayers respectively).
#2
09/15/2010 (6:02 pm)
The horse not animating I can't speak for as that could be a problem with the implementation -- I've got horseback riding in a project of mine, but I repurposed the "player" class as a vehicle in order to make use of the move animations.

I did notice that the player was standing while in the buggy. Armor::onMount() tells the player to use a mountPose (set in the vehicle datablock) if one is not supplied it defaults to the root like Ivan mentioned. You can hardcode the onMount() method to force a sitting or mounted thread.
#3
09/15/2010 (7:22 pm)
...during the 'gideon' & 'buggy' portion of the video, I do see the 'spring' animation NOT playing...I see a wheel translating up/down, 'steering'[left/right], but not the 'shock' geometry doing any animation.

...are you using the 'buggy' DTS and it's animations for a vehicle other than 'wheeled'? If you're using a 'hoverVehicle' to hack a 'ridable' mount...then I would venture to say it's in the art not containing the correct setup for the Class object...??!!

I smell much hacking/new code to break a working DTS shape and datablock Class...!

Perhaps a little more 'backStory' on what you're actually doing....?!

Your 'horse' not animating.....might be because the 'wheels' of a vehicle rotate by hardcode, not a animation 'sequence'...but, if you've scripted something....see how 'tricky' it is to help without knowing what you've done/intend to craft the solution.
#4
09/16/2010 (7:20 am)
oh i'm sry

i expect this problem relate to Vehicle Object...

i tell you what is backstory
my horse is Player Object.
somehow do this. make Horse object(class player) and
use SceneGraph Mount Node system ( Player attach to Horse mountnode )

sry about confuse to everybody :)
#5
09/17/2010 (8:04 am)
Enel, player script will automatically make your player call an animation defined in an array on the vehicle datablock. Refer to game/scripts/server/player.cs(Armor::onMount), and game/art/datablocks/vehicles/defaultCar.cs(mountPose[0]=sitting). the mountPose[index] corresponds to the animation played when a player is mounted at node number=index.