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How to call different animation sequences from Milkshape?

by Rob Riddell · in Artist Corner · 04/13/2004 (10:36 pm) · 4 replies

I am using the 3d- diggers ms2dts exporter. I understand how to make materials with animation cycles referencing different frames:
rest=1-2
walk=3-15

for example.

But how do I call those different animations in game. I want to put in my own player model and I am just starting simple.

Are there resources that I have missed reading? I have looked at how the dsq files are called and read about the blending, but I am not worried about that, just trying to get over the hump of getting calls to the different parts of the animation from the Milkshape models. I can not afford / have no access to Max.

thanks in advance

smiles . . .

#1
04/13/2004 (11:43 pm)
Hi Rob,

no worry, to call animations from Milkshape models just works like to call animations from Max models (because both are DTS models)

so i want to refer to the scripting tutorial here on Garagegames.

www.garagegames.com/docs/torque/general/ch08.php#chapter.scripting2.animatingdts

This explain how to call animation from script.
Now you can change in

function Flag::onAdd(%this,%obj)
                            {
                               %obj.playThread(0,"ambient");
                            }

the "ambient" to your "rest" or "walk".

PS: The actual Diggers ms2dts exporter doesn't support blend animations, but ;-) in our internal version we have a working blendanimation support and it will release as such, as I have the support for "priority" working.
Because blending animations without the possibility to set the priority of the thread doesn't make sence.
#2
04/14/2004 (1:03 am)
And when replacing the player model you just have to name the sequences in MS correctly, I believe out of the box there is (got this out of ~/data/shapes/player/player.cs, which you will not need when making player models in MS):

root
run
back
side
look
head
fall
land
jump
death1
death2
death3
death4
death5
death6
death7
death8
death9
death10
death11
looksn
lookms
scoutroot
headside
light_recoil
sitting
celsalute
celwave
standjump
looknw
dance
range

Of course the blend animations won't work with the current exporters.

@Sven: This is some awesome news, another great contribution by the Diggers!

Matt
#3
04/14/2004 (5:15 am)
Thanks, this heads me in the right direction. The blending is great news too. I am looking to experiment with using facial blends for animations for some machinima experiments with torque. This is very good news!

smiles . . .
#4
04/14/2004 (5:51 am)
3 Cheers for the Diggers! They certainly deserve a big thanks for their great contributions...I appreciate what they've done with the current exporter.:)