Game Development Community

Static animation "ArmThread" create in milkshape

by CIMO · in General Discussion · 05/25/2006 (6:48 am) · 12 replies

Help please.....One help....
I create a static animation in milkshape with name= pisotl.dsq and set 1-2 keyframe and export to dts plus in dsq.....
But game crasch!!!!!
Why....
I test with export in "lookms" with dsq of orc....But never crasch!!!
Use armThread = "lookms"; in my pistol.cs for test with orc and all ok...
Test my player with all animation and all ok....But i create a static pose "lookms" or "pistol" dsq and game crasch!!!!! WHY help PLEASE PLEASE PLEASE!!!

#1
05/25/2006 (10:12 am)
Help please.....Why my game crash only my sequence armThread = "*.dsq" ?
why? for set any point? help please
#2
05/25/2006 (1:07 pm)
I test all.......I buy a soldier pack for test....But i dont arrive one point.... =(
Why the "armThread" not function with my player create with milkshape?
All animation function.... only static animation of "armThread not function....Why.....WHY!?!?!?!
Only with ORC the "armThread" function!!!!!!
#3
05/25/2006 (2:34 pm)
Possible.....Never person help me?!?!!?
#4
05/25/2006 (3:45 pm)
Have you tried using Showtool pro and see if it crashes with that program?
There's a 30 day trial of it avaiable on this website.
#5
05/25/2006 (3:48 pm)
Yes.....Why....Thanks
#6
05/25/2006 (6:32 pm)
Try this on for size... Blends are exportable from Ms3d....as is some other hoogie-choogie!
#7
05/26/2006 (5:39 am)
Mmmm i set the blend animation and export with dsq...
example....
i have a separate file for animation..
- root.dsq
- run.dsq
- back.dsq
and
- pistol.dsq (is static animation for use in pistol.cs "armThread= "pistol";)

in separate dsq file and insert in player.cs in this mode:
datablock TSShapeConstructor(playerDTS)
{
   baseShape = "./player.dts";
   sequence0 = "./root.dsq";
   sequence1 = "./run.dsq";
   sequence2 = "./back.dsq";
   sequence3 = "./pistol.dsq";
};
only static sequence "pistol.dsq" export with set BLENDED ANIMATION -> Blend x -> Reference frame: 1
all ok?
#8
05/26/2006 (6:37 am)
I think you're getting closer; however, I don't understand what you mean by a 'static' animation. I assume that you mean that the pose doesn't change during the sequence. If this is to be the armThread of a specific weapon, then I believe that there does indeed need to be some rotations during the sequence and this may be causing the crashing. The armThread = "pistol" statement in the weapon's script[again dangerously assuming things], is used during the 'look' sequence[looking up and down]. This is the up/down pointing demonstrated in the tutorial. I believe you may be confusing this armThread ='s statement true meaning...think of the armThread to be the 'look' of the weapon, which a majority of the time is what you are doing with the weapon. Either looking up or down or left/right[which default code handles very crudely-probably due to everything being linked to movement[actionThread]]...just a guess on my part.

I also notice that your Constructor script doesn't contain a name handle/tag at the end of the path. I 'think' code defaults to the sequence name, which you've scripted correctly[it seems...]. Not truely sure if code does this...so you might try adding the name for calling.

Again, somethingelse I notice. I'm not sure if you've done anything with the Source code for player, but if you haven't, you should understand[again, I assume something about v1.4 and if anything has change or been broken], that the default player code is 'assuming' some things about the sequences and the order in which the first 10 indices are listed. I see you're intending to load this player with only around 4/5 sequences and none of them are listed as a death sequence. This fact may be causing the crashing...too.

It also appears you may be doing a bit of mix/matching .dsq sequences and shapes. Don't. Well, not yet at your skill level. Don't take offense. You pretty much have to load .dsq sequences in shapes that produced them; meaning you can't just start producing .dsq sequences and expect the default player shape[orc] to run them, let along load them. This type of animation/engineering is fairly advanced, start changing things slowly until you understand the cause/effect relationships between objects and the engine.

Good luck.
#9
05/26/2006 (7:08 am)
The code will actually get the tag its looking for from the sequence node in the animation if the tag is not specified in script.

Cimo, try adding the tags to the script like Rex suggested.

Like so:
datablock TSShapeConstructor(playerDTS)
{   
       baseShape = "./player.dts";
       sequence0 = "./root.dsq root";
       sequence1 = "./run.dsq run";
       sequence2 = "./back.dsq back";
       sequence3 = "./pistol.dsq look";
};

Check the console log for any errors loading the animation as well.

Also Cimo if I could make a suggestion based on my observation of your posting habits. I know English is not your first language, but as I was looking over this thread only the last post you made really makes much sense. You seem to get really frantic when you first ask for help and that tends to make it impossible to figure out what you're trying to ask. So my suggestion is when you go to ask a question don't be in such a rush to ask. Take your time so that you can come up with a post that can be understood a little easier and it will make getting answers to your questions easier. Just a suggestion, no offence intended.
#10
05/28/2006 (10:53 am)
Sorry for my BAD english.....
I have the problem to create a
armThread = "pistol";

I try this script of animation with orc....I use my pistol.cs and insert into this code:
armThread = "lookms";
"LOOKMS" is comprised in the "player" folder with orc file....
All ok with orc....
Now i try to create a my persolan player....This animation:
- root
- run
- back
they work perfectly
I test a "armThread" with my player.... and i create a pistol animation for this...I create this animation with the normal animation with (run or side....)
and i rename in "pistol.dsq"
But this animation it does not work...
In consolle he does not come given no error and the player does not assume the position...
I must export the animation of the gun with of the particular setting? If yes... Which?
THANKS
#11
05/28/2006 (11:24 am)
I don't believe you need the weapon, Cimo, you just need to create a BLEND type of sequence and it must adhere to the *look calling[see how it works with orc's look sequence?]. This lookms armThread of the orc's you speak of is the posture of holding this particular weapon and I believe it is also connected to the *look, so it needs to be a blend and have the arms raise and lower the weapon for things to function 'normally'.

If you are able to, you can send my your files and I'll take a look. I would need the source file that created the .dts and .dsq sequences, and I'll see if I can get it together in your shape. What format is the source file?

I'm assuming[very bad to do] that you are trying to add a new weapon to the defaults. I don't need the weapon, I need the player to animate this new blend...I hope this will make sense in time. My public email address is listed in my Profile. Cimo, the link I posted earlier is to the TDN article about doing just this type of developing...??

Cheers!
#12
05/28/2006 (11:30 am)
I use milkshape....I send my player to you and you set this animation for me?