Weird blend animation problem
by Jason Toubia · in Torque Game Engine · 03/15/2005 (2:00 pm) · 4 replies
Hello,
I have created a blend animation (look) and cannot figure out what I am doing wrong. I have the root position at Frame 0. At Frame 2, I have the arms rotated up high and at Frame 4, I have the arms rotated down low. I created a sequence helper, named it "look", checked "Blend" and unchecked "Cyclic". I added the keys for the look sequence to start at Frame 2 and end at Frame 4.
Now when I export it and loaded it in the Torque Show Pro tool, the sequence plays but it starts at the root pose and moving the slider moves the animation in the downward motion almost like Frame 2 (arms up) doesn't exist. After playing around with key and frame positions, I was able to get the arms rotating up exported, however, 0.0 was the root pose, .5 put the arms all the way up and 1.0 put the arms all the way down. So it was close but no cigar.
Does anybody know what I am doing wrong? Are there any examples, tutorials or documentation that goes more in depth about setting up blend animations other than the current Torque documentation (pretty vague on setting up blends)?
Thanks!
I have created a blend animation (look) and cannot figure out what I am doing wrong. I have the root position at Frame 0. At Frame 2, I have the arms rotated up high and at Frame 4, I have the arms rotated down low. I created a sequence helper, named it "look", checked "Blend" and unchecked "Cyclic". I added the keys for the look sequence to start at Frame 2 and end at Frame 4.
Now when I export it and loaded it in the Torque Show Pro tool, the sequence plays but it starts at the root pose and moving the slider moves the animation in the downward motion almost like Frame 2 (arms up) doesn't exist. After playing around with key and frame positions, I was able to get the arms rotating up exported, however, 0.0 was the root pose, .5 put the arms all the way up and 1.0 put the arms all the way down. So it was close but no cigar.
Does anybody know what I am doing wrong? Are there any examples, tutorials or documentation that goes more in depth about setting up blend animations other than the current Torque documentation (pretty vague on setting up blends)?
Thanks!
#2
03/15/2005 (4:52 pm)
It sounds fine to me. TSTPro lists all animation sequences as 0-1 in the slider. So the output you have that is 'close but no cigar' is the proper output. Look is usually done with only 3 frames, rather than the 5 you have, but it will probably still work. Have you tried it ingame?
#3
Regardless, I have tried it in game and the arms do not raise, only lower as it does in TSTPro.
03/15/2005 (5:05 pm)
Hi Erik. Yeah, I understand that TSTPro lists animation sequences as 0-1. I'm not using 5 frames in the sequence, but 5 frames in the animation properties of 3DSMax. The sequence has 3 Frames starting at Frame 2 and ending at Frame 4. However, I also tried it using 3 Frames in 3DSMax with the root pose at Frame 0, arms up at Frame 1 and arms down at Frame 2. I was still getting the same results. I originally had it setup this way but I read in one of the forums posts while I was researching this problem, that the sequence needed to start at Frame 2. Even the Torque docs say: Quote:leaving your character in the root position at frame 0 (the default reference position) and then animating the extreme positions after that in a sequence that starts after frame 1.
Regardless, I have tried it in game and the arms do not raise, only lower as it does in TSTPro.
#4
Robert
03/21/2005 (3:04 pm)
Jason, contact me via my email addy in my profile. I will direct you to a max file that contains blends so you can see how I do themRobert
Torque Owner Jason Toubia