Player animation questions
by Aggrippa · in Torque Game Engine · 10/23/2001 (3:55 pm) · 3 replies
Howdy. I have a question about player animations. First off I am using MS3D as my only modeling tool so this issue may not have even been touched on yet.
When looking at the player.cs I see these different files for the player animations. Having only prior experience with Halflife and UT (mostly UT) player animations were done in a string and you would choose them based on the section in the total animation loop. Example: Standing is 0-10 running is 11-30 player taunt is 31-40. It seems as if dts player files choose individual "action" files for any animation. Is this true?
I could make individual action files (which would be easier for me) in ms3d for the player models but how would I call them to execute? The individual Max animations have a different extension (not .dts) and I dont think MS3D will export to this extension format.
Any ideas would be appreciated, thanks.
Aggrippa
BTW the new site is up and though I'm no web guy it looks much better than the previous Homestead site.
www.emceccentric.com :)
When looking at the player.cs I see these different files for the player animations. Having only prior experience with Halflife and UT (mostly UT) player animations were done in a string and you would choose them based on the section in the total animation loop. Example: Standing is 0-10 running is 11-30 player taunt is 31-40. It seems as if dts player files choose individual "action" files for any animation. Is this true?
I could make individual action files (which would be easier for me) in ms3d for the player models but how would I call them to execute? The individual Max animations have a different extension (not .dts) and I dont think MS3D will export to this extension format.
Any ideas would be appreciated, thanks.
Aggrippa
BTW the new site is up and though I'm no web guy it looks much better than the previous Homestead site.
www.emceccentric.com :)
About the author
#2
Aggrippa
10/23/2001 (10:35 pm)
Thanks for the info Tim. I'll muck about with stuff and see what I can come up with. Dont anyone hold their breath though, hehe.Aggrippa
#3
So I'm leaning towards letting some people with real smarts tackle this one, I'll leave it alone. And speaking of people with real smarts ie Tim/Jeff/Mark and you other rocket scientists around here, if you have toyed with the idea of making an importer/exporter for milkshape but havnt downloaded the SDK you should check it out. It's SUPER TINY! I've written bigger programs in class :) and while it's logic escapes ME, you guys should have no problem with it I would imagine. I mean if I can go download it and make it do somthing ...somthing evil :0 ... in the space of 2 hours I'm thinking it should be a piece of cake for the smarter types hereabouts.
Aggrippa
10/24/2001 (1:35 am)
I downloaed the MS SDK and tried my hand at making an importer for .dts files. It didnt work and it did at the same time. I could import the dts files to milkshape but could'nt see them. Somthing was there...somthing evil :0 .... but it didnt import correctly at all. I could save it (yes there was somthing to save somwhere) but couldnt do anything else with it.So I'm leaning towards letting some people with real smarts tackle this one, I'll leave it alone. And speaking of people with real smarts ie Tim/Jeff/Mark and you other rocket scientists around here, if you have toyed with the idea of making an importer/exporter for milkshape but havnt downloaded the SDK you should check it out. It's SUPER TINY! I've written bigger programs in class :) and while it's logic escapes ME, you guys should have no problem with it I would imagine. I mean if I can go download it and make it do somthing ...somthing evil :0 ... in the space of 2 hours I'm thinking it should be a piece of cake for the smarter types hereabouts.
Aggrippa
Torque Owner Tim Gift
Bone animations can be saved as .dsq files and loaded/merged into a .dts shape at run-time as long as all the bones match up. Dsq files can only be exported from Max, though the resulting dsq could be merged into any matching .dts file, whether it was built in Max or MilkShape.
We haven't seen much progress on the Milkshape exported recently, I think the developer (Jose Cebrian) is busy on something else. Last I talked to him, he had a first pass at exporting animations. Not sure what the status is now.
Getting some other solution besides Max is high on our list, I'm not sure when we'll get to it though.