Adding to Mount functionality
by John Pritchett · in Torque Game Builder · 05/06/2005 (9:38 am) · 4 replies
In my brief experience with T2D, Mount has been the most massively useful function available. One of the main goals I have with the Mount system is creating animatable composite objects. Rather than create an animated sprite, I can link all of the animatable elements of an object using Mount, and then create realtime animations. For example, a face would be comprised of the background head with all static elements (hair, nose, ears), with eyes, eyebrows, and mouth mounted to the background head.
Here's where the functionality is a bit restrictive. I can create a pivot point by mounting my object to a hidden pivot object, and then I can rotate my object about this pivot point by rotating the pivot object. Using the example of eyes, mounting the iris to a pivot object at the center of the eyeball allows me to use setAngularVelocity to roll the eyes. But what if I want to animate the movement of the eyes from side to side? I can change the mount point, but this will change the position nonlinearly. This is actually not too bad in practice, but I'd love to see the ability to set parameters for a smoothly changing mount point. Something like setMountLinearVelocity and similar functions.
Thanks for considering my request!
Here's where the functionality is a bit restrictive. I can create a pivot point by mounting my object to a hidden pivot object, and then I can rotate my object about this pivot point by rotating the pivot object. Using the example of eyes, mounting the iris to a pivot object at the center of the eyeball allows me to use setAngularVelocity to roll the eyes. But what if I want to animate the movement of the eyes from side to side? I can change the mount point, but this will change the position nonlinearly. This is actually not too bad in practice, but I'd love to see the ability to set parameters for a smoothly changing mount point. Something like setMountLinearVelocity and similar functions.
Thanks for considering my request!
About the author
Indie developer since 1994, games include TradeWars 2002 (named 10th best PC game of all time by PCWorld magazine), TW: Dark Millennium/Exarch/Dungeon Runners, and Rocketbowl 360. Have worked for Martech Software, 21-6, EIS and Black Squirrel Studios.
#2
And thanks for the welcome. I was a bit slow getting around to learning your engines (bought TGE in 2002), but now that I'm working in T2D it's given me creative opportunities I've never had before. I can't think of a higher compliment for software. As an indie developer, I've worked primarily with text-based online games. But I've always wanted to develop graphical games as well. A tool like T2D is crucial in allowing me to bring a project from concept to completion in a reasonable amount of time (which is ultimately the only limiting factor). I've never been so productive. As a lone wolf indie developer, I can't express my appreciation enough.
If there's any way I can support the effort, just let me know.
05/09/2005 (8:44 am)
I'm salivating. Sounds like you've got it covered!And thanks for the welcome. I was a bit slow getting around to learning your engines (bought TGE in 2002), but now that I'm working in T2D it's given me creative opportunities I've never had before. I can't think of a higher compliment for software. As an indie developer, I've worked primarily with text-based online games. But I've always wanted to develop graphical games as well. A tool like T2D is crucial in allowing me to bring a project from concept to completion in a reasonable amount of time (which is ultimately the only limiting factor). I've never been so productive. As a lone wolf indie developer, I can't express my appreciation enough.
If there's any way I can support the effort, just let me know.
#3
That's very good to hear.
Don't go offering help, we may end up accepting it!!
- Melv.
05/09/2005 (12:01 pm)
John,That's very good to hear.
Don't go offering help, we may end up accepting it!!
- Melv.
#4
05/09/2005 (12:23 pm)
If you're a trouble-maker like me, you gotta be willing to help out ;)
Associate Melv May
Animatable props will all use the "fxGraphField2D" (or an improved version of), which is currently only being used by the particle-engine. We've got some great ideas on binding key-frame animation with props.
In the meantime, I'm working on a new file-format for T2D that allows me to easily modify/extend T2Ds parameters without breaking existing file-formats, something that unfortunately, we never had time to change prior to the initial EA release.
Also, the ability to set an arbitrary pivot-point is a very high priority addition after the new file-format is in.
BTW: I haven't had chance to welcome you to the forums, glad to have you around! :)
- Melv.