Game Development Community

How do you get Eye Pitch?

by Katrina Rose · in Torque Game Engine · 12/10/2004 (6:10 am) · 3 replies

Hi,

We are having a problem in our game. When you are on a mountain (or hill) and you try to put your crosshair on the bot the weapon is in your way. I have 2 questions:

1. Is there a way to make the upper body rotate up and down so that this does not happen?

2. How do I find out the pitch of the eye node from the player? What I would like to do is have the player cloak if there eye node pitches into the weapon. I have been playing in the default.bind.cs file, to no avail. There are no consistent numbers here that can be used.

Any help is apreciated,

Marrion Cox

#1
12/10/2004 (9:06 am)
1. Sure; tweak the look animations.
2. Yes, look in player.h.
#2
12/10/2004 (9:35 am)
Thanks Ben,

One of the artists on our project brought this to my attention. We did not have a look animation before because we were not sure how to do blend animations. Ken (Artist) Added a look animation that has 3 keyframes root, up, and down. When the mouse moves Torque automatically uses the look animation to move the player body in the correct position. This is one heck of a cool feature by the way. If anyone is having any problems with doing this I can point them to my artist and he can help. This thing works like a charm. Now I am wondering what other blend animations there are that we could be using :). I will look into this further. Ken is one heck of an artist.

Marrion Cox
#3
12/10/2004 (9:43 am)
Pretty much, ALL animations can be blend if you simply export them that way. Only some would make sense, and therefore look right, so just spend a minute to think about what the animation is meant to accomplish.
The blends the default engine uses are look, head up/down, and head left/right.