Why does torque override every animation when I move?
by Josh Albrecht · in Artist Corner · 01/27/2002 (9:24 am) · 23 replies
I have 3 animations, as follows:
1. An aiming animation, blend, priority 0.
2. A sword swinging animation, priority 1, blend.
3. A run animaiton, priority 0, blend(tried with normal to)
1 and 2 work perfeclty toghether.
1 and 3 work fine.
2 and 3 dont not work fine. The sword swing animation never plays if the paleyr is running, and if it is playing when he starts to run, then the swing gets cut off.
Any idea why I cannot swing and run at the same time? Any suggestions?
1. An aiming animation, blend, priority 0.
2. A sword swinging animation, priority 1, blend.
3. A run animaiton, priority 0, blend(tried with normal to)
1 and 2 work perfeclty toghether.
1 and 3 work fine.
2 and 3 dont not work fine. The sword swing animation never plays if the paleyr is running, and if it is playing when he starts to run, then the swing gets cut off.
Any idea why I cannot swing and run at the same time? Any suggestions?
#22
Sometimes when coding, It's easy to get lost in all the technical ways a solution can be obtained when often
the best way is the most obvious.
Script is only going to allow access to engine functionality.
When you need something special like teaching Tork to walk and chew bubble gum, you have to change the engine code that you can use afterwards to script against.
It becomes easier to create a solution when you know what resources are at your disposal and knowing what each resource is capable of.. This is something that takes time to learn and it means you have to dive into the engine code to see whats available.
The engine has some basic sequences coded like root, run, fall, death, etc.. Knowing all the built in animation possibilities then makes it clear that if you want to teach Tork to open the gum wrapper, remove the gum, and insert the gumball in his mouth, begin chewing, then finally start walking... your going to have to code that into the engine animation and adjust your scripts accordingly to make use of your changes.
If you want Tork to shoot Bottle Rockets you'll have to teach him to use a lighter, light the fuse, and run away for safety.. would be pretty silly of Tork to light a fuse while standing over the Bottle Rocket and still keep all of his face intact.
Open the Player.cc and Player.h files and get a glimpse of whats in it. Read it, even if that C++ code makes no sense at first, it will congeal into something tangible after you've made minor changes to the engine code recompile and test run your new changes.
Something that I find useful when coding anything.. script or engine code... I write down the change I want clearly stating the action, then I attempt to break that action down further into easily digestible bits of pseudo-code.. ( written in english terms I understand ).. and then dive into the relavent sections of code to seek out the part(s) that may require a change or an addition to the code.
This helps to keep me focused and productive. It takes practice to make this method a habit but quickly becomes an efficient means to get a job done.
It also saves me endless hours of 'wondering' and 'wandering'.
07/13/2008 (5:19 am)
After reading this thread up to now, I admit confusion about what Josh wanted to do.. How the thread evolved..and still didn't answer his question until Matthew pointed out the obvious answer.Sometimes when coding, It's easy to get lost in all the technical ways a solution can be obtained when often
the best way is the most obvious.
Script is only going to allow access to engine functionality.
When you need something special like teaching Tork to walk and chew bubble gum, you have to change the engine code that you can use afterwards to script against.
It becomes easier to create a solution when you know what resources are at your disposal and knowing what each resource is capable of.. This is something that takes time to learn and it means you have to dive into the engine code to see whats available.
The engine has some basic sequences coded like root, run, fall, death, etc.. Knowing all the built in animation possibilities then makes it clear that if you want to teach Tork to open the gum wrapper, remove the gum, and insert the gumball in his mouth, begin chewing, then finally start walking... your going to have to code that into the engine animation and adjust your scripts accordingly to make use of your changes.
If you want Tork to shoot Bottle Rockets you'll have to teach him to use a lighter, light the fuse, and run away for safety.. would be pretty silly of Tork to light a fuse while standing over the Bottle Rocket and still keep all of his face intact.
Open the Player.cc and Player.h files and get a glimpse of whats in it. Read it, even if that C++ code makes no sense at first, it will congeal into something tangible after you've made minor changes to the engine code recompile and test run your new changes.
Something that I find useful when coding anything.. script or engine code... I write down the change I want clearly stating the action, then I attempt to break that action down further into easily digestible bits of pseudo-code.. ( written in english terms I understand ).. and then dive into the relavent sections of code to seek out the part(s) that may require a change or an addition to the code.
This helps to keep me focused and productive. It takes practice to make this method a habit but quickly becomes an efficient means to get a job done.
It also saves me endless hours of 'wondering' and 'wandering'.
#23
03/20/2009 (5:32 pm)
Is there any actual solution of provided code for this question? I'm facing the exact same type of question and problem. Not even having the melee sequence be blended or have a high priority help.
Torque 3D Owner Michael Chew