What do I need to do different RE: Character Animations in DTS?
by Edward Pollard · in Torque Game Engine · 03/09/2005 (5:05 pm) · 3 replies
I'm struggling with animating my character in my game, and can't find documentation or resources to assist in this endeavour.
I have the DTS for my character. I'm still getting into the swing of things, so the animations are all in the one DTS file. At this point I'm simply trying to replace the character in starter.fps.
I load the game, my character is there. My Idle animation is running. I move, and it starts the Run animation - and never stops.
I'm starting to suspect that somehow I've lucked into some of this animation working, as its not behaving as I'd suspect. I'd be a little happier with a complete failure, as this partial functionality confuses the heck out of me.
my player.cs file looks like this:
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./sgs_11.dts";
sequence0 = "./sgs_11.dts Idle"; // Idle
sequence1 = "./sgs_11.dts Run"; // Forward
sequence2 = "./sgs_11.dts Run"; // Back
sequence3 = "./sgs_11.dts Strafe";// Side
}
Idle, Run, and Strafe are the threads defined in the DTS.
Thoughts? Recommended resources/tutorials/docs?
I have the DTS for my character. I'm still getting into the swing of things, so the animations are all in the one DTS file. At this point I'm simply trying to replace the character in starter.fps.
I load the game, my character is there. My Idle animation is running. I move, and it starts the Run animation - and never stops.
I'm starting to suspect that somehow I've lucked into some of this animation working, as its not behaving as I'd suspect. I'd be a little happier with a complete failure, as this partial functionality confuses the heck out of me.
my player.cs file looks like this:
datablock TSShapeConstructor(PlayerDts)
{
baseShape = "./sgs_11.dts";
sequence0 = "./sgs_11.dts Idle"; // Idle
sequence1 = "./sgs_11.dts Run"; // Forward
sequence2 = "./sgs_11.dts Run"; // Back
sequence3 = "./sgs_11.dts Strafe";// Side
}
Idle, Run, and Strafe are the threads defined in the DTS.
Thoughts? Recommended resources/tutorials/docs?
#2
The "Idle" part is the name you want to give to this sequence when it's loaded into Torque. The sequence node name inside sgs_11.dts could be anything: you can play it by using "idle" inside your game.
This is a good way to get around artist's incapability of following naming conventions properly.
03/10/2005 (9:44 am)
When you tyoe:sequence0 = "./sgs_11.dts Idle";
The "Idle" part is the name you want to give to this sequence when it's loaded into Torque. The sequence node name inside sgs_11.dts could be anything: you can play it by using "idle" inside your game.
This is a good way to get around artist's incapability of following naming conventions properly.
#3
This only works with separate .DSQs.
@Edward
If everything is inside a DTS, forget about the TSShapeConstructor(PlayerDts). You don't even need to run this script.
You must use the default animation names. You may check them for their sintax in Player.cc or Player.h.
03/11/2005 (11:44 am)
@Manoel,This only works with separate .DSQs.
@Edward
If everything is inside a DTS, forget about the TSShapeConstructor(PlayerDts). You don't even need to run this script.
You must use the default animation names. You may check them for their sintax in Player.cc or Player.h.
Torque Owner Edward Pollard
Where are sequence names defined in the first place?