Mount prob: animation delay in the linked head.
by Richard Dost · in Artist Corner · 05/02/2004 (11:58 pm) · 8 replies
Hello people,
we are trying to implement seperate heads for our game but we had some problems in this way we tried:
1. export body model skinned with biped without head.There is a "mount0" node linked to head biped for animation linking.
2. export head.dts
3. find mount0 node and link the head there.
We are trying to use our naming conventions which means we dont use the naming convention of torque like cam1 armor weapon...
Whatever the main problem is the head is making the animation as linked to head biped, but with a delay. it goes of the body when the character is bending down and keeps going further when the body is going up again.
Also after this step solved we are going to try implement 2 things.
- used morphed heads for expressions.
- target the head so it makes both biped animation and automatic targeting of other characters.
any ideas would be great.:)
thanks very much
we are trying to implement seperate heads for our game but we had some problems in this way we tried:
1. export body model skinned with biped without head.There is a "mount0" node linked to head biped for animation linking.
2. export head.dts
3. find mount0 node and link the head there.
We are trying to use our naming conventions which means we dont use the naming convention of torque like cam1 armor weapon...
Whatever the main problem is the head is making the animation as linked to head biped, but with a delay. it goes of the body when the character is bending down and keeps going further when the body is going up again.
Also after this step solved we are going to try implement 2 things.
- used morphed heads for expressions.
- target the head so it makes both biped animation and automatic targeting of other characters.
any ideas would be great.:)
thanks very much
#2
06/02/2004 (11:34 pm)
I'm also very interested in hearing how other people approach this problem. Come on, anyone?
#3
I hope this problem can be worked out.
06/02/2004 (11:59 pm)
Heh, this is exactly what I was planning on doing. My test model is almost done, although I am considering using boned/animated heads and have not thought on morphs as an option until now. I am going to try and mount the seperate head to the body's head bone so that the head would still look.I hope this problem can be worked out.
#4
Cheers,
Chris
02/09/2005 (5:58 am)
Did anybody ever come up with the reason/solution for this problem?Cheers,
Chris
#5
02/09/2005 (2:19 pm)
I will point out this thread to Ben Garney, I know he worked with some issues similar to this not long ago.
#6
Hiding nodes in a model
02/09/2005 (2:51 pm)
Firing up the Wayback machine yields this resource from Justin Mette...Hiding nodes in a model
Quote:
Overview
This tutorial describes one way in which you can programmatically (C++ or script) hide nodes in a model. This is useful in creating many different effects for your game. For example, in Myrmidon, we use this technique to alter the mesh of the player model based on armor they are wearing. The Myrmidon model has all the armor meshes (each with their own skin) positioned/animation with the rest of the model and the code simply hides all the armor meshes but the one being worn. Another use of this technique might be to blow off the limb of an opponent, leaving only a stump behind.
#7
02/09/2005 (3:04 pm)
I fixed this problem for a space-game project a while back by implementing mounting on the SceneObject level. Did some finickry with processAfter to enforce that the mounting updated properly (thus avoiding any visible lag issues similar to what you're having). It worked great.
#8
02/10/2005 (1:30 am)
Excellent news; thanks all!
Torque Owner Richard Dost