Game Development Community

Animating a model to rotate 360 degrees

by Chris Labombard · in Artist Corner · 03/10/2006 (5:08 am) · 14 replies

I am trying to animate a model to rotate 2Pi on the spot.

It uses the player bones, but it's not being used as a player model. I can't for the life of me get him to rotate on the spot. I'm using Milkshape.

Can anyone help me?

About the author

I have been a professional game programmer for over 5 years now. I've worked on virtually every platform, dozens of games and released a few of my own games, including 2 iPhone titles and a title waiting release on Big Fish Games.


#1
03/10/2006 (5:30 am)
Could you put the 360 in as an animation and call that when you need it?
#2
03/10/2006 (5:38 am)
Chris, this seems like the morning for promoting my rotateShape resource. Why not just use it to do this instead of an animation?

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9480

regards, Tim
#3
03/10/2006 (5:43 am)
Anthony - I tried rotating hte player 360 degrees and when I play the animation the player just doesnt rotate. Then I tried putting in 5 72 degree rotation keyframes and hte player rotates teh first one then rotates back to normal. It doesnt rotate the whole way.

Tim - I need my player to have keyframes that can be set in a modelling program. It needs to do more then just rotate.
#4
03/10/2006 (5:45 am)
Peculiar, unfortunetly I am not familiar enough with blender to help. Might want to post on that forum.
#5
03/10/2006 (5:46 am)
Quote:I'm using Milkshape.

It doesnt have to be milkshape... That's just what I'm using to create my test animations. Can this be done in ANY modelling program and look proper when exported to dts?
#6
03/10/2006 (5:51 am)
Chris, I managaged to rotate a radar by 360 degrees. I did it using 4 keyframes rotating by 90 degrees each.
This seemed to work OK.

Here's the milkshape file.
www.digitalboneyard.net/resources.php?action=view&id=135

If the player is just rotating back, sounds like a keyframe setting problem.
#7
03/10/2006 (5:54 am)
Jason - Great. I'm glad this is a problem with my animation capabilities, and not a problem with the dsq or dts animation interpolation.

I'll take a look and see what I did wrong.

Thanks for your help everyone.
#8
03/10/2006 (5:55 am)
Chris, I understand. In my simulations I have found that having the full power of the scripting language while using completion routines scheduled by rotateShape, ie, a series of rotations, to be more powerful. And easier.
#9
03/10/2006 (6:11 am)
Jason - I logged into Digital Boneyard but when I navigate tot he Radar dish download it says Im not logged in.

Can you email the milkshape file to me?

Chris [at] spunkygames[d o t] com
#10
03/10/2006 (6:29 am)
I've done this in Milkshape3D & gameSpace and it isn't very difficult... As the post above concerning a Radar dish; it's the same type of shape with the same 360 degree rotation, continous or not. In fact; I created a few sequences with differing speeds/directions...;), for a bit of randomness. Because of some stock playThread code oddity[at least to my method...], the C++ routine may be a better solution? I had some issues with using playThread to execute the same sequence twice[more] in a row[definitely needs some kind of check], it doesn't, engine 'seems' to think it is executing playThread??? Doesn't seem to reset the Thread. Too bad there can't be a sort of call to ask If (isThreadRunning) or similar construct, as the functions often get asked if an object is 'real' or not...?? At least to my 'understanding' of it... Good Luck.
#11
03/10/2006 (6:30 am)
Yay... I got it working.
#12
03/10/2006 (6:54 am)
Emailed...
#13
03/11/2006 (1:25 am)
You can make an object pivot on an axis through script like the Medpack pickups in the demo.
#14
03/11/2006 (10:00 am)
I dont just want it to spin. I just want to be capable of making the player turn around as part of his animation... which I have figured out how to do.