Game Development Community

Missing start & end keyframes?

by Tony Lamba · in Artist Corner · 05/17/2004 (12:28 am) · 5 replies

I am trying to get the basics of animations to export but having no luck. My object is animated, and I did add a helper object (following the game docs). I also added keyframes to the helper so it knows when to start and stop. But every time I try to export to dts or dsq, I get the message that there is no start or stop keyframe.

Odd, since I tried both adding the keyframes in the viewport, and also tried to add extra keyframes in the trackview. Are these supposed to be certain special keyframes, or can they be any kind of rotation, translation, etc? I am out of ideas as to why it thinks there are no keyframes there when I have tried putting keyframes all over the place.

BTW, this is for Max 6.

#1
05/17/2004 (7:37 am)
Make sure you are using a Sequence Object and not just any dummy. Also, you need to add the keyframes in Track View on the Sequence Begin/End track.
#2
05/17/2004 (4:23 pm)
Ok I got a non-official doc that explained things better than the regular docs and got it to work now. My anmations work fine now, though am I restricted to one animation per asset?
For example, I have a door that opens, but I want to have an animation for it to close too. I tried to do this so both are in the same dsq file but the animations are named differently. Seems to not work.

I am guessing I have to use different dsq files? If so then how would torque know which dsq file is associated with which dts object.
#3
05/17/2004 (4:53 pm)
Unofficial docs explain things better than the official docs? Ha! Nothing beats the DTS Exporter Documentation that is provided here on GG... well aside from Joe dumping more of his knowledge into the docs, but then that would only make matters worse for people who have issues with taking the time to read them :)

As for animations, no you are not limited to 1 animation for the object, you can have as many animations as you want. You are essentially limited to 1 animation per sequence helper though, but nothing prevents you from having multiple sequence helpers in a DTS file (or DSQs). My guess is that you haven't read the docs clearly enough here, so I will try to explain in point form:

1) You essentially want to have 1 animation per sequence helper. For example this would be your door opening, your door closing would be another sequence helper.

2) You can have multiple sequence helpers in a DTS or DSQ file.

3) DSQs can only contain transform data (ie. movement or rotation).

4) If you use multiple DSQs for an object you can assign them in the CS file for the object. If you are unsure how to do this look at the player.cs file for an example.

Proper knowledge and understanding what you are doing is the basis for success. Everything that you need to know about DTS you can find in the DTS Exporter Docs, not some half baked 3rd party tutorial or reference.

Logan
#4
05/17/2004 (6:52 pm)
I have two sequences in the same file. The first handles keyframes 1 to 50, and the other 51, to 100.

The problem is when I load up the level in Torque only the last sequence added plays. I have changed the .cs script in my asset so the first sequence (frame 1 to 50) should be played, but still it is ignored.

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

Seems to run the same animation as:

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

But both sequence door_test_open is different from door_test_close when I export.
#5
05/18/2004 (7:38 am)
What does your dump.dmp file tell you, are there any clues or information provided in there as for what might be going wrong?

Do the two animations play correctly when you load the DTS (and DSQs if you are using them) into Show Tool?

Logan