CAM node problem&floating character
by Sergio · in Torque Game Engine · 03/11/2004 (7:17 am) · 4 replies
Hello,
I'm working with my own character using the default animation from the Demo player,
Node CAM seems to be not working at all (Cam is linked correctly to Unlink node), I've exported with Max2DTS and the animations are working ok,
but when attempt to change to 3rd POV (TAB key) CAM node starts the view with a very close up of the right leg.
In max I've change its position and then exported again but nothing happens, the same problem is there.
Other issue is that my character is floating a little above the ground (but bounding box's " pivot point" is at 0,0,0 in Max at Character's feet) so, which could be the solution to that problems?
can you help?
ThanX
I'm working with my own character using the default animation from the Demo player,
Node CAM seems to be not working at all (Cam is linked correctly to Unlink node), I've exported with Max2DTS and the animations are working ok,
but when attempt to change to 3rd POV (TAB key) CAM node starts the view with a very close up of the right leg.
In max I've change its position and then exported again but nothing happens, the same problem is there.
Other issue is that my character is floating a little above the ground (but bounding box's " pivot point" is at 0,0,0 in Max at Character's feet) so, which could be the solution to that problems?
can you help?
ThanX
#2
03/22/2004 (12:34 pm)
Sergio have you checked the config file in the folder your exporting to? I seem to recall when exporting a model to work with the default anims that the config needed to adjusted . It sounds like the camera is dropping to the root of the model because it can't find the cam node.
#3
Thomas - it's been a while since I've used a new model with existing animations but if I remember right the height off the ground issue was solved when I added my own animations by adjusting the "root" animation dsq file rather then the dst file since the root anim will overide the postion of the nodes in the dst file. It was about a year ago when I ran across both issues so I could be wrong. It wasn't until I had a model with it's own set of anims and config files set up that everything smoothed out.
03/22/2004 (12:48 pm)
Blargh double post.Thomas - it's been a while since I've used a new model with existing animations but if I remember right the height off the ground issue was solved when I added my own animations by adjusting the "root" animation dsq file rather then the dst file since the root anim will overide the postion of the nodes in the dst file. It was about a year ago when I ran across both issues so I could be wrong. It wasn't until I had a model with it's own set of anims and config files set up that everything smoothed out.
#4
@thomas I don't know if this is going to help with your model but if you are using Character Studio and you are loading ".bip" files (for export them to a .dsq file) I 've noticed that after loading a ".bip", Bbox had changed its original position in the "Z" axis direction, leaving a little room between feet and the base of the Bbox.
So that was one of my player's float problem.
In a plane surface(interiors), model's feet are touching the ground 100% OK, but in terrain's ground, still floating above the surface.That's another story.
thanks all of you for the answers.
03/22/2004 (8:01 pm)
@Duke, you are right, I've added my own "player_root.dsq" file replacing the existing one a few days ago and now the cam works ok,@thomas I don't know if this is going to help with your model but if you are using Character Studio and you are loading ".bip" files (for export them to a .dsq file) I 've noticed that after loading a ".bip", Bbox had changed its original position in the "Z" axis direction, leaving a little room between feet and the base of the Bbox.
So that was one of my player's float problem.
In a plane surface(interiors), model's feet are touching the ground 100% OK, but in terrain's ground, still floating above the surface.That's another story.
thanks all of you for the answers.
Torque Owner Thomas \"Man of Ice\" Lund
We use the standard Torque dsq's and just overwrote the player.dts (if that makes any difference). We simply cannot get him down on the ground.