Game Development Community

First person arm rig won't work

by Aussiemandias · in Torque 3D Beginner · 10/24/2013 (12:29 am) · 1 replies

Hi guys, I'm porting some of my stuff over from CryEngine to Torque. One thing I'm having trouble with is the arm rig.

The arm rig is a simple set of bones and what not, which I exported with OpenCOLLADA (selecting all the bones, camera helpers and geometry). This loads up nicely and the bones are there, so I changed my First person arm mesh to use this (in the player datablock).


Here's my first question: when I call an animation what does it load? In the default torque asset .cs files the weapon .DAE's have their own set of animations (reload, sprint etc.) but the soldier arm rig imports them all anyways like so.

%this.addSequence("art/shapes/weapons/Lurker/FP_Lurker.DAE sprint", "Rifle_sprint");

Is this necessary? Is the game animating the handfile->weaponfile heirarchy or just manually importing it all into the handfile + playing it from there?

My second problem is that my arms are not actually animating. The gun moves but the hands are just in the export pose... the bones are exactly the same :/ Anyone got a rig I can look at?

#1
11/01/2013 (9:28 pm)
I thought I'd bump this. I found out that it always plays the hand animations on the first person mesh, and the weapon animations on the weapon mesh (duur) so it's essential to put this sequence copy in your hand rig .cs file

This will cause the hand rig to copy the animations from the weapon file, and it will play properly on the hands(assuming you have the sequences setup in the weapon file first!)

My only problem now is that the weapon origins are completely different from the hand origins, any ideas?