Properly setting the ground transform?
by Gary Haussmann · in Artist Corner · 11/20/2004 (7:39 am) · 1 replies
Gents,
I'm basically trying to complete the sample character tutorial from Kenneth's 3D Game Programming All-in-one and have most the animations from there complete. The documention of the 3DS exporter was immensely helpful in explaining certain concepts to me like the "blend" animations and about ground transforms.
I'm a little confused about how to do the ground transform for running, however. I have a mesh object "Bounds" linked to the Base bone of my character. When generating walking/running animation in the 3DS exporter you apparently need to translate the character forward (actually their bounding box, I guess) to represent his/her movement speed. However, the running animation in-game seems unrelated to the forward translations I'm applying for the run animation in blender. In fact, the run animations still work in-game even if I apply no forward movement to the run animation in blender.
I can only guess that I'm specifying the ground frame(s) incorrectly and so my ground transform is being ignored. I just need to make an object with the name "Bounds" right? Do I need to parent it under a specific detail empty, perhaps?
Thanks,
Gary
I'm basically trying to complete the sample character tutorial from Kenneth's 3D Game Programming All-in-one and have most the animations from there complete. The documention of the 3DS exporter was immensely helpful in explaining certain concepts to me like the "blend" animations and about ground transforms.
I'm a little confused about how to do the ground transform for running, however. I have a mesh object "Bounds" linked to the Base bone of my character. When generating walking/running animation in the 3DS exporter you apparently need to translate the character forward (actually their bounding box, I guess) to represent his/her movement speed. However, the running animation in-game seems unrelated to the forward translations I'm applying for the run animation in blender. In fact, the run animations still work in-game even if I apply no forward movement to the run animation in blender.
I can only guess that I'm specifying the ground frame(s) incorrectly and so my ground transform is being ignored. I just need to make an object with the name "Bounds" right? Do I need to parent it under a specific detail empty, perhaps?
Thanks,
Gary
Associate James Urquhart
The exporter should then export ground frames at the according interval (#GRND Fr / length of sequence) and store them in the sequence.