Milkshape and animations
by Ryan Ackley · in Artist Corner · 01/09/2002 (10:35 pm) · 7 replies
A few questions... What should the names of the animations be in milkshape for the animations... right now i got:
root
jump
celwave
fire
head
and a few others, i think. anyone got a comprehensive list of all that are available by default?
second Q: i have the animations above, and they wont play unless im moving (aka, if i jump while standing still, i dont get the jump anim, but it works fine otherwise) the same goes for the rest of my anims... anyone know why? im thinkin its a problem with my root anim. heres the material list name thingy for the root anim:
seq: root=1-3, fps = 2, cyclic
the rest are all the same (except not cyclic, and are in different frames). any ideas?
Ryan
root
jump
celwave
fire
head
and a few others, i think. anyone got a comprehensive list of all that are available by default?
second Q: i have the animations above, and they wont play unless im moving (aka, if i jump while standing still, i dont get the jump anim, but it works fine otherwise) the same goes for the rest of my anims... anyone know why? im thinkin its a problem with my root anim. heres the material list name thingy for the root anim:
seq: root=1-3, fps = 2, cyclic
the rest are all the same (except not cyclic, and are in different frames). any ideas?
Ryan
About the author
#2
01/10/2002 (11:59 am)
There is a recent thread floating around here about animations not showing up. Are you moving the model while animating it? Meaning, you can't have the model walking in place...you have to move it forward a little.
#3
Since the ms directory was added recently, make sure you select the "Create mission directories that exist in the repository" check box when you do your update, or you won't get the directory.
01/10/2002 (12:10 pm)
You should check out the latest example/fps/data/shapes/ms directory in CVS. It contains two example shapes, a player and a flag. The player shape as all the animations you need to create a player in the game. The example is pretty lame, but the animations all work.Since the ms directory was added recently, make sure you select the "Create mission directories that exist in the repository" check box when you do your update, or you won't get the directory.
#4
ryan
01/10/2002 (2:06 pm)
yes, i snagged the latest dev_stable and the ms directory was there, thats what i based my shape and animation off of... that model also does not play all of the animations correctly (as i do recall) the foward/backward and a few other didnt work either... ill try jim and eds ideas... i alread hacked in a play animation in the ondeath in game.cs... and sometimes the animation plays correctly, sometimes not... its friggen weird (and frustrating)... any other ideas?ryan
#5
If you export the example player shape with the latest exporter and run it with the latest player code, it should play correctly. Make sure that works before trying to debug your own shape. If the example doesn't animate correctly, then there's something wrong.
01/10/2002 (2:29 pm)
Did you rebuild the MS exporter with your Dev_Stable build? There were a number of fixes in both the player code and the exporter.If you export the example player shape with the latest exporter and run it with the latest player code, it should play correctly. Make sure that works before trying to debug your own shape. If the example doesn't animate correctly, then there's something wrong.
#6
Ryan
01/10/2002 (8:20 pm)
if i want to update just the player code thru cvs, what folder should i update (im using a head version from the middle of december... school got out and im back on modem... boo, but i downloaded the dev_stable at a friends house, who has cable, and built the exporter from that) anyway, i hope thats just my problem. thanks timRyan
#7
01/11/2002 (10:05 am)
You try updating the toruqe/engine/game directory. You might try just updating the player.h and player.cc first. If they don't compile properly (possible), you may be forced into a full update. Don't forget to update the MilkShape exporter as well.
Torque Owner Edward Gardner
Catch me on IRC and I'll show you what I mean (no code in front of me here).
However, it didn't work quite the way I hoped, so if there is a "real" answer, that would be good :)