Game Development Community

Player Run Animation Speed

by Vijay Myneni · in Torque Game Engine · 01/08/2005 (12:53 pm) · 1 replies

I've read through all the posts on this topic and am still having problems getting my players to change their run animation speed based on their movement speed.

I'm using Milkshape, and the DTS Plus exporter. The way I understand it, to get this to work, you have to export ground transform information. On what node does this information go? I've tried creating a node called "bounds" and animating it forward in space, but that had no effect. I also tried putting the actual transform on my skeleton's root node, but then the whole body moves forward in space and then pops back to the beginning every cycle.

Documentation on the exporter says that this is what the "bounds" node is for, but then it also says that this node is unnecessary in milkshape. So how do you do this in Milkshape? All the solutions I've read are for 3DS Max.

Thanks,
Vijay

#1
01/08/2005 (1:03 pm)
I wouldn't think you had to animate the forward at all. In 3dsMAX the animation is made with the bounds attached to it so that the animation is actually staying in the same place.
Generally, by default the animation itself should cover 1 meter per cycle. That will sink the model to the default move speed. If you change your move speed in the script that should make it adjustto your existing animation. But you don't need to animation the actual model forward in you modelling app. Just make run in place animation.


Hope that helps I can't point out specifics for milkshape because I don't use it...


Matt