Game Development Community

Help with arm animations

by Brandon Smith · in General Discussion · 05/31/2005 (6:44 pm) · 4 replies

Hello,

I have set up the game engine to support the setArmThreadPlayOnce command and it works with the melee arm animations that have been created for Realm Wars. However when I try using the command with an animation made by my animator it crashes the game.

I was wondering if anything had to be done differently in creating these arm animations.

Thank you!

#1
05/31/2005 (7:00 pm)
You need to ensure that your games DTS files use the same DTS hierarchy structure and DTS Nodes as the Orc (or any other stock/standard Torque model such as the Elf, Green Guy, Default Player or Blue Guy) if they do not match issues like this have been known to happen.
#2
05/31/2005 (7:56 pm)
Oh really?

So right now, this arm animation my modeler created is for a player he rigged up himself.
So your saying I should tell him to make the skeleton exactly like the standard one?

Is there anyway I can find out what the standard skeloton looks like? (my trial version of the show tool pro is used up)
#3
05/31/2005 (10:08 pm)
Quote:
my trial version of the show tool pro is used up

That means it is a good time to purchase it ;)

The skeleton used in the TGE and Realm Wars meshes is the 3dsmax character studio standard biped skeleton.
#4
06/01/2005 (5:01 am)
Yea I was afraid that would be the answer. I don't have 3dsmax, we are using Maya.

Well thanks for your help. It is strange though, shouldn't you just be able to use any of the look animations with setArmThreadPlayOnce? Surely you don't need to make the skeleton the standard one just to get the look animations down.

Well, we'll keep trying a few things, but if it gets down to that I guess we'll go back and make the skeleton exactly like the standard one.