Game Development Community

Animation sequences bare minimums?

by Daniel "Stormbringer" Churcher · in Artist Corner · 11/04/2003 (11:32 pm) · 4 replies

I've managed to get my model in game, and I have made a basic idle animation, but I'm not too sure on what other animations I need?

At the moment I am sure that I need the following:

1. Idle
2. Run forwards
3. Run backwards
4. Strafe left, strafe right
5. Look vertical (Goes from extreme up to extreme down)
6. Look horizontal (From extreme left to extreme right)
7. Weapon(s) horizontal and vertical (At the moment, just one two handed weapon and a pistol)
8. Jump, fall and land
9. Ducking

What else? I was going to make one for swimming, ladder climbing, interaction etc, but what are the absolute basics?

Any docs or help is appreciated.

#1
11/05/2003 (8:08 am)
There are no absolute basics. Torque will pretty much work with a shape with no animations... :)

But your list looks like it covers everything the player class currently supports.
#2
11/05/2003 (11:57 am)
Does this reference to a one-hand pistol .DSQ exist? I've noticed the Crossbow and the Rifle defaults seem to be two handed weapons, and I've ported both types(1/2 handed) weapons to gameplay. Does some scripting need to be done to my pistol .dts to include a good reference pose. It looks a bit strange to see his left hand holding a rifle stock when there is none...at the moment, I've got my pistol placeholding where the Crossbow is...???


Thx...
#3
11/05/2003 (1:43 pm)
I think there is, in the dsq files it's called player_lookms or something... it's not very good, but it does the job.

The ones I don't understand are:

looksn (huh?)
looknw (Looks like it's just a look into the horizon animation)
scoutroot

Can anyone explain these?
#4
11/05/2003 (4:01 pm)
Looksn = look sniper rifle
looknw = look no weapon
scoutroot = riding position for scoutbike