Game Development Community

Ground Transform?

by Demolishun · in Artist Corner · 05/28/2006 (1:32 pm) · 1 replies

Every time I turn around there is something I am missing. : (
Anyway, how do i properly specify the bounds ground transform thingy.

So far I have a box named "Bounds" and I have set the ground frams as high as they will go. 41 (10 past highest frame). My object still will not scale animation speed to ground speed. I can tell because I am printing out the result of the code responsible so deciding if the animation is scaled. Hence I am printing out this:
Con::errorf("Are we going to run? vScale: %.2f aSpeed: %.2f",anim.velocityScale,anim.speed);

Here is the log file from my shape:
Torque Exporter 0.91 
 Using blender, version 241
 Using unaccelerated math code, performance may be suboptimal
 **************************
 Processing Scene...
 Warning: 'COL' designation for collision node deprecated, use 'COLLISION' instead.
 Cleaning Preference Keys
 Exporting...
 Writing shape to  '/home/demolishun/data/apps/blender\mecha_legs.dts'.
 Processing...
    Action run used, dumping...
       Track: mount13 (node 4)
       Track: mount12 (node 3)
       Track: mount11 (node 2)
       Track: mount22 (node 10)
       Track: mount23 (node 11)
       Track: mount21 (node 9)
       Frames: 31 
       Animates: rot ground 
       Note: Duplicate frames removed,  (was 31,  now 30)
 Loaded sequence 'run'.
    Action root used, dumping...
       Track: mount13 (node 4)
       Track: mount12 (node 3)
       Track: mount11 (node 2)
       Track: mount22 (node 10)
       Track: mount23 (node 11)
       Track: mount21 (node 9)
       Frames: 31 
       Animates: rot 
       Note: Duplicate frames removed,  (was 31,  now 30)
 Loaded sequence 'root'.
 > Shape Details
    > Nodes
      ^^ Bone [Exp-Catch-Root] (parent -1)
      ^^ Bone [mount10] (parent -1)
       ^^ Bone [mount11] (parent 1)
        ^^ Bone [mount12] (parent 2)
         ^^ Bone [mount13] (parent 3)
          ^^ Bone [mount14] (parent 4)
         ^^ Bone [hub0] (parent 3)
      ^^ Bone [eye] (parent -1)
      ^^ Bone [mount20] (parent -1)
       ^^ Bone [mount21] (parent 8)
        ^^ Bone [mount22] (parent 9)
         ^^ Bone [mount23] (parent 10)
          ^^ Bone [mount24] (parent 11)
         ^^ Bone [hub1] (parent 10)
      ^^ Bone [cam] (parent -1)
      ^^ Bone [mount0] (parent -1)
    > Objects
     'Cube' : Standard 
     'Col-1' : Standard 
    > Materials
    > Detail Levels
       Detail-1 (size : 32)
       Collision-1 (size : -1)
       Smallest : Detail-1 (size : 32)
    > Internal Sequences
     - run
        Animates: rot ground 
        Frames: 30
        Ground Frames: 41
        Triggers: 0
     - root
        Animates: rot 
        Frames: 30
        Ground Frames: 0
        Triggers: 0
 Writing out DTS...
 Done.
 Finished.

Please tell me what I must do to get anim.velocityScale to be true.

Thanks,
Frank

About the author

I love programming, I love programming things that go click, whirr, boom. For organized T3D Links visit: http://demolishun.com/?page_id=67


#1
05/28/2006 (11:12 pm)
Okay, figured this stinkin' thing out. Had to actually animate the Bounds object to get it to work. Also, I only set the first frame to a ground transform setting. Otherwise it does not seem to work. Eventually I will put out a fully rigged and animated character so others will not have to sort through stuff to figure this out.