Direct access to joints / bones?
by Jay Barnson · in Torque Game Engine · 02/14/2005 (10:11 am) · 3 replies
Okay - probably another one for the dumb questions column, as I've not looked into how Torque stores and uses animations (just taking it a piece at a time). But is it possible to directly manipulate the joints for a TSShapeInstance, rather than simply going through animations?
I'm thinking of something like wheels / turrets / head movement without the kluges that are currently in there that turn wheels into particles or simply reference an interpolated keyframe position. Is this possible without getting really messy?
I'm thinking of something like wheels / turrets / head movement without the kluges that are currently in there that turn wheels into particles or simply reference an interpolated keyframe position. Is this possible without getting really messy?
About the author
Jay has been a mainstream and indie game developer for a... uh, long time. His professional start came in 1994 developing titles for the then-unknown and upcoming Sony Playstation. He runs Rampant Games and blogs at Tales of the Rampant Coyote.
#2
02/14/2005 (10:36 am)
Thanks Gary! Thanks for pointing this out to me - finding what resources go to what technique can be pretty difficult at times.
Torque Owner Gary "ChunkyKs" Briggs
A distilled version can be found here:
www.garagegames.com/mg/forums/result.thread.php?qt=25872
But it'll probably serve you to read the whole resource's code.
Gary (-;