Standard Animations Not Quite Working
by Patrick Webber · in Torque 3D Professional · 09/14/2013 (11:51 pm) · 2 replies
Hi all,
I've had always had trouble getting models into the engine, I thought I was doing everything right this time, but apparently not quite.
Anyway, I have a simple model, all built in animations are accounted for in the ShapeEditor (you can find the list below). All the animations will play when I do stuff (walk forward, walk left/right, run forward, jump, etc...) But here's the problem. Sometimes, my model will get stuck. Only the characters right arm will animate (when the whole body should be). Typically it can be fixed by quickly spamming a couple of keys to jitter the player about.
What's going on? Is this an issue I can fix in Torque, or am I sending this back to my modeler?
This is with a clean, new generated project on Torque 3D 3.0 with the project manager. All I've done is load in my model in place of the soldier.
Animations I have (I am missing a couple I didn't need):
Also, head and head side are in there.
Thanks,
-Patrick
Edit:
Here's a video of what I'm talking about.
I've had always had trouble getting models into the engine, I thought I was doing everything right this time, but apparently not quite.
Anyway, I have a simple model, all built in animations are accounted for in the ShapeEditor (you can find the list below). All the animations will play when I do stuff (walk forward, walk left/right, run forward, jump, etc...) But here's the problem. Sometimes, my model will get stuck. Only the characters right arm will animate (when the whole body should be). Typically it can be fixed by quickly spamming a couple of keys to jitter the player about.
What's going on? Is this an issue I can fix in Torque, or am I sending this back to my modeler?
This is with a clean, new generated project on Torque 3D 3.0 with the project manager. All I've done is load in my model in place of the soldier.
Animations I have (I am missing a couple I didn't need):
{ "root" }, // RootAnim,
{ "run", { 0.0f, 1.0f, 0.0f } }, // RunForwardAnim,
{ "back", { 0.0f,-1.0f, 0.0f } }, // BackBackwardAnim
{ "side", {-1.0f, 0.0f, 0.0f } }, // SideLeftAnim,
{ "side_right", { 1.0f, 0.0f, 0.0f } }, // SideRightAnim,
{ "sprint_root" },
{ "sprint_forward", { 0.0f, 1.0f, 0.0f } },
{ "sprint_backward", { 0.0f,-1.0f, 0.0f } },
{ "sprint_side", {-1.0f, 0.0f, 0.0f } },
{ "sprint_right", { 1.0f, 0.0f, 0.0f } },
{ "crouch_root" },
{ "crouch_forward", { 0.0f, 1.0f, 0.0f } },
{ "crouch_backward", { 0.0f,-1.0f, 0.0f } },
{ "crouch_side", {-1.0f, 0.0f, 0.0f } },
{ "crouch_right", { 1.0f, 0.0f, 0.0f } },
// These are set explicitly based on player actions
{ "fall" }, // FallAnim
{ "jump" }, // JumpAnim
{ "standjump" }, // StandJumpAnim
{ "land" }, // LandAnim Also, head and head side are in there.
Thanks,
-Patrick
Edit:
Here's a video of what I'm talking about.
About the author
I'm a computer science major at Stony Brook University, and have been working with the Torque Game Engine for a number of years.
Torque 3D Owner Patrick Webber
To anyone who finds this thread I'll leave what I did.
I had offset the skeleton of the model (in the engine) to have it rotate correctly (and not be displayed in the ground). I asked the modeler to preform these in the model file itself and re-imported the model into the engine, and it seems to have been cleared up.
I'm not 100% sure what the problem was, but that was how it seems to have been fixed.