Game Development Community

Player.dts crashes without a sequence helper??!?

by Christopher Beckford · in Torque Game Engine · 03/02/2004 (3:12 pm) · 5 replies

Ok heres the deal im im trying to load animations into torque, as far as i can tell ive followed everything properly, the animations all play nicely in showview etc
, made sure ground transform was checked, made sure the player and bounding box moves so the engine recognizes movement.
btw im being lazy and using the default player cs file so id hoped i could see the animations playing.
when i got into the game i found that none of the animations worked all that it shows it my default player.dts pose, i read alot of forum posts and found that if the original player.dts has an animation in it, that animation overrides all others, so i deleted the sequence file and re-exported the player.dts when i loaded up torque the game crashed when i hit play.
i found out for some reason if i try to put a player dts file without a sequence dummy/helper into the player folder it crashes the game
can anyone shed light on this problem?
i may have made an error somewhere ive overlooked, i can send the offending file+animations if need be

#1
03/02/2004 (6:03 pm)
Have you made sure your TSShapeConstructor reflects reality?
#2
03/03/2004 (3:28 am)
Christopher

If you use default animations your bonestructure must
be the same as the default guy.
And i think the defaultguy is exported with a root sequence.
#3
03/03/2004 (3:30 am)
Hmmm is it resonable to assume that my player model may be conflicting with the default animations that are still in the '\example\fps\data\shapes\player' file and still being referenced in the player.cs file.
meaning a player.dts file, without a sequence helper in overwriting the other animations may be trying to use the default animations already found in the player file (the ones that havent been overwritten with new animations), and maybe finding a conflict, could this be the reason it is crashing?
#4
03/03/2004 (3:41 am)
Is your exported file named player.dts ?
And is it exported with a root sequence only ?
You can see it in show view but look in the console if
you get any errors when you load it.
#5
03/03/2004 (12:34 pm)
If you are using the default player.cs file, it will try to use the DSQ animations from the old player. If your player's bone structure is not identical to the default players, this will cause Bad Things to happen.

If you have a custom bone structure, I recommend exporting your own animation sequences (walk cycle, etc) and not using any of those included with the example player.