Ground Transforms
by Jeremy Swigart · in Torque Game Builder · 02/23/2006 (5:01 pm) · 3 replies
Do ground transforms work in T2d? Also, does reinstatedsoldier.dts have ground transforms?
Can someone clarify ground transforms for me.
From the information I've read so far, if the bounding box moves as part of a sequence that you export, it will have a ground transform exported for it.
If my understanding is correct, if you export a walk animation and a run animation, with the bounding box translating the appropriate velocity based on the animation. That the engine can use the velocity information from that ground transform to automatically blend between walk-run based on the velocity of the player or something.
Is this correct?
I can't find any clear documentation about how to set this up.
Anyone?
J
Can someone clarify ground transforms for me.
From the information I've read so far, if the bounding box moves as part of a sequence that you export, it will have a ground transform exported for it.
If my understanding is correct, if you export a walk animation and a run animation, with the bounding box translating the appropriate velocity based on the animation. That the engine can use the velocity information from that ground transform to automatically blend between walk-run based on the velocity of the player or something.
Is this correct?
I can't find any clear documentation about how to set this up.
Anyone?
J
About the author
#2
Ok, assuming the ground transforms are useless in t2d, is there other such functionality that may help the blending of various movement animations in a 3dshape? Or do I need to put something in myself?
Thanks
J
02/23/2006 (5:36 pm)
My understanding of the documentation I've read seem to imply that its based on velocity, which T2d shapes can have as well.Ok, assuming the ground transforms are useless in t2d, is there other such functionality that may help the blending of various movement animations in a 3dshape? Or do I need to put something in myself?
Thanks
J
#3
02/24/2006 (7:46 am)
I mentioned it more in depth in the other thread, but take a look at (TGE code) Player.cc, Player::pickActionAnimation, and refer to PlayerData::actionAnimationDef (table) in the same file, and it should help you to adapt the concept over to t2D. It's not currently done for you however.
Torque 3D Owner Stephen Zepp
Ground transforms have zero to do with TGB, since there is no terrain to interact with.