Game Development Community

Attaching to the default animations...and death seq's.

by Rex · in Artist Corner · 09/12/2003 (6:58 am) · 4 replies

I have successfully exported a character model via the Simple Character box guy Tut and it shows up fine and runs in the engine quite well(once my .DTS base matched the Root pose a little better...:);); follows all pertinent animations like a dog. My question: I see in the player.cs and thru investigating with Ms3d, there are many, either, death sequencs or poses, available. I have gametested the character with my fellow developers and I've noticed that when we die, we always follow the same animation and ground pose, does this mean that I didn't attach to all the animations? or is there some scripting means that calls forth more animations...

also, I can't seem to control the threads of this model, stopping them and running the scrubber manually(won't work!), not entirely concerned at this point about the -showTool or the dialogs associated with them, but trying to fit another piece of the Torque puzzle together in my mind...

I'm moving on to LOD's and will prolly be back with more questions...

About the author

Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.


#1
09/12/2003 (10:36 am)
Yeah the scipts are what control the death animation, heres what I got that randomly chooses one of the animations.

function Player::playDeathAnimation(%this)
{
   %rand = mFloor(getRandom() * 10);
   %rand++;

   if (%rand > 11)
      %rand = 1;

   %this.setActionThread("Death" @ %rand);
}
#2
09/12/2003 (11:14 am)
Thanks a bunch for the help, being the 'artsy' type and not knowing a lot of scripting, just wondering if my workflow is wrong, but appears not, great some new action, and how to get it.
#3
09/12/2003 (12:57 pm)
You could also go further into this by assigning a death animation to a damage type position on the body getting hit etc..
#4
09/12/2003 (3:23 pm)
...that's utterly fantastic! I've also copied some resources for the hit boxes too, is that what's needed to also be implimented? The concept would be to eventually get a portion of the mesh to fall off, ie, arm, head, etc...or piece of apparel, hat, vest, etc...is this going to be doable? sorry for such a generalized question, I've just discovered more when I moved into MultiRes today, eeeeegggaaads.