Animation Triggers
by Robert DeMaria · in Artist Corner · 05/11/2006 (8:24 pm) · 2 replies
I've been trying to get triggers to work inside of my animations, but I have not been able to detect the triggers in the game. I've been over the script that is supposed to detect the triggers, and I don't think that's at fault. I've looked over the tutorial on TDN and I think I'm exporting the triggers correctly. However, I would appreciate it if someone would point me toward a resource that's less vague (the TDN tutorial was the only source of information I could find on the subject). I'd also appreciate if if someone gave me step-by-step instructions for exporting triggers.
#2
05/12/2006 (11:13 am)
OK, the problem was that the bounding box didn't have the same keyframes as the animation triggers. After these keyframes were added, I was able to detect the triggers. Thanks for your help.
Associate Logan Foster
perPixel Studios
Some notes:
- Triggers either won't export or won't play in the game engine if there is no ground transform data in your scene. This can happen if you turned it off in the DTS exporter settings or if your model is floating above the transform assigned by the bounds object.
- There is a bug in the current DTS exporters, where trigger times are no offset with the animation time assigned with the sequence (ie. if you have an animation that you want to export from frames 30 to 60 in a DSQ, the trigger will not be found exported at the proper times to the DSQ, 0 to 29, and instead will be exported at frame 30 to 60, well beyond the time of the sequence animation). As such it is recommended that if you are exporting as a DSQ and need triggers, start your sequence and animations at time 0 in your scene.
Lastly, use Show Tool Pro to verify if your sequence has had its trigger value exported, you can do this by looking in the sequence info options on this application.