ArmThread Control
by Joel Hargarten · in Artist Corner · 09/18/2005 (3:08 pm) · 7 replies
Hey.
I have created my own custom skeleton & animations. When using my run animation I also need to be able to use the arms seperatley. I had this setup when I was using the orc skeleton and it worked fine, but now with my custom skeleton I get problems, as expected. When I run it works fine, but then when I hit the attack button, instead of invoking the armThread sequence control, it just crashes the game.
My question is: what do I need to have in my animations & skeleton to be able to use ArmThread?
I have created my own custom skeleton & animations. When using my run animation I also need to be able to use the arms seperatley. I had this setup when I was using the orc skeleton and it worked fine, but now with my custom skeleton I get problems, as expected. When I run it works fine, but then when I hit the attack button, instead of invoking the armThread sequence control, it just crashes the game.
My question is: what do I need to have in my animations & skeleton to be able to use ArmThread?
#2
09/27/2005 (9:45 am)
I would guess that the setArmThread is looking for something in the animation sequence that it isnt finding. I tried to do some debugging and all I've found is that an exception was triggered in the code. When I used the orc skeleton I never had a problem putting any animation I created to use with the ArmThread sequence, so it must because I have more nodes in my new skeleton than the original. So where do I go in the code to change what ArmThread is looking for?
#3
09/27/2005 (11:04 am)
Do you export as a blend sequence ?
#4
09/27/2005 (1:33 pm)
What's a blend sequence? I've havent changed the process, and it used to work with the original skeleton.
#5
09/28/2005 (2:54 pm)
When you use the code setArmThread() how does that work? does it just animate the nodes that are in the animation you give it, or does it just look at the animation you give and take out what it defines as part of the "arms"? Someone help me out here.
#6
09/30/2005 (7:49 pm)
Does anyone know how it works?
#7
i figured out why -- the mArmAnimation.thread variable was NULL in player.cc ... apparently this is initialized when you have a look animation ONLY..... so you might be able to fix this by loading up a look somehow.
i fixed this by modding the C++ by adding this code:
right at the beginning of Player::setArmThread
i post this here to save anyone interested in armThreads the heinous debugging i had to get into.
disclaimer: i don't know much about torque but this seemed to work
01/04/2007 (4:11 pm)
My game was crashing whenever i called setArmThread(....) i figured out why -- the mArmAnimation.thread variable was NULL in player.cc ... apparently this is initialized when you have a look animation ONLY..... so you might be able to fix this by loading up a look somehow.
i fixed this by modding the C++ by adding this code:
if (!mArmAnimation.thread) mArmAnimation.thread = mShapeInstance->addThread();
right at the beginning of Player::setArmThread
i post this here to save anyone interested in armThreads the heinous debugging i had to get into.
disclaimer: i don't know much about torque but this seemed to work
Torque Owner Joel Hargarten