How do i animate using milkshape
by Tyler Boland · in Torque Game Engine · 07/19/2006 (7:12 pm) · 3 replies
How do i make my animation work using milkshape, when i exported my character he kept playing my animations over and over again.
About the author
#2
07/20/2006 (1:00 pm)
Ok, my gun has two animations, reloading a clip an reloading a bullet. is there a way to define the frames so that the pla when needed. without using a DSQ file
#3
One of the cooler aspects of the Torque Game Engine is that the stock Source code has a Finite State Machine attached to the shapeBaseImage that is mounted within the Weapon Class...
What this means is that each state of the 'machine' can have additional parameters to call when they are executed.
So, in your particular case, you would define a sequence for the Reload Clip State & the Reload Chamber/Bullet State with the Sequence portion of the export dialog. You would enter the values for the Start, End frames and any trigger frames, I think. When the shape is exported, the sequences will be indexed within the baseDTS shape, if setup correctly.
At this point, it will continue to help, if you can either visually with a image link, or by textually describing your keyFrame start/end. This can be accomplished with Milkshape3D, unless you are trying to get the player to also play this StateMachine's animation. That will take a bit more scripting/coding to get the player's actionThread or armThread to sync with a shapeBaseImage's State machine calling. A HOWTO would be great on this, it's a fairly common request to get working within the stock framework and another one of those, "why isn't that exposed or demonstrated???" questions about a stock engine with many, many, interesting features, left out of the artist's grasp because of the need of a scripter/coder.
I guess the 'real' answer might be that, 'You're not cut out for gaming', yet here, coders, there are Content packs aplenty[&for Sale!] to help your development process...
07/20/2006 (2:23 pm)
Sure.One of the cooler aspects of the Torque Game Engine is that the stock Source code has a Finite State Machine attached to the shapeBaseImage that is mounted within the Weapon Class...
What this means is that each state of the 'machine' can have additional parameters to call when they are executed.
So, in your particular case, you would define a sequence for the Reload Clip State & the Reload Chamber/Bullet State with the Sequence portion of the export dialog. You would enter the values for the Start, End frames and any trigger frames, I think. When the shape is exported, the sequences will be indexed within the baseDTS shape, if setup correctly.
At this point, it will continue to help, if you can either visually with a image link, or by textually describing your keyFrame start/end. This can be accomplished with Milkshape3D, unless you are trying to get the player to also play this StateMachine's animation. That will take a bit more scripting/coding to get the player's actionThread or armThread to sync with a shapeBaseImage's State machine calling. A HOWTO would be great on this, it's a fairly common request to get working within the stock framework and another one of those, "why isn't that exposed or demonstrated???" questions about a stock engine with many, many, interesting features, left out of the artist's grasp because of the need of a scripter/coder.
I guess the 'real' answer might be that, 'You're not cut out for gaming', yet here, coders, there are Content packs aplenty[&for Sale!] to help your development process...
Torque Owner Rex
BrokeAss Games
It might help if gave more description of what sequence type is intended to be and what, if any, actionEvent tied to it. Like running, which is a cyclic animation or strafing, etc...