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Having trouble getting built in animation to work.

by Joel Stephens · in General Discussion · 10/24/2010 (8:26 pm) · 4 replies

I finally got a model imported into torque3d and the built in animations play, but they don't look right.
It seems that the joint nodes are rotated out of place. I've cleared all rotation and scaling on nodes in my .blend file.
dl.dropbox.com/u/10327232/20101022/Untitled.jpgHere are my model files if anyone cares to check them out.
blend file:dl.dropbox.com/u/10327232/20101022/big_man.blend
dts file:dl.dropbox.com/u/10327232/20101022/big_man.cached.dts

I previously had created a model in milkshape that did the same thing so it would seem that I am setting something up incorrectly.
I haven't seen any, but is there any documentation on how torque wants you to set the nodes so that animations play correctly?

#1
10/24/2010 (10:53 pm)
To use the built-in animations your model skeleton must exactly match that of the default player. ie. all nodes must be named the same, and must be positioned and oriented exactly the same.

It looks like your model's skeleton transforms are quite different to that of the default Torque player (orc), which is why you get a twisted ball of bones when applying one of the built-in animations.
#2
10/25/2010 (12:05 am)
ok, so since I copied the animations from the gideon model I will have to go through the node properties in the shape editor and set each node position in my model the same. Then I will have to edit my mesh to match the new pose?
Also some of the node positions look like 1.49677e-6, I assume I can safely put in 0? It doesn't look like blender will even save that much precision.
If that sounds about right then I will get started.
#3
10/25/2010 (6:56 am)
That approach should work, assuming you can get blender to match gideon's node rotations.
#4
10/26/2010 (8:32 pm)
Ok, I created a new skeleton and made sure all the node positions are exactly the same as the gideon model root pose.
Now first of all my skeleton is tiny. If all the node positions are the same shouldn't it be the same size as gideon in relation to the grid?
dl.dropbox.com/u/10327232/20101026/Untitled.pngSecond, I have no idea how to translate the rotations to blenders armature format. This may be a question for the blender forum.
Since blender's nodes always point toward the next node in the chain, I don't know how to explicitly set the rotation. I guess I will have to disconnect the bones, But then the bones still rotate toward a specified point and I don't know if there is a way to specify rotation around an axis.
dl.dropbox.com/u/10327232/20101026/Untitled2.pngMaybe someone who knows blender better can give me a hint as to what I have to do to get the rotations right.