Game Development Community

Animation Tutorial Inconsistancy

by Andrew Alexander · in Torque Game Engine · 05/23/2002 (5:20 pm) · 2 replies

Can someone tell me if the documentation is written wrong here, or if i'm just reading it wrong?


I'm looking at
http://www.garagegames.com/docs/torque/tools/max2dts/section3.html

In the section titled "The .CS script file" it states:

Note that animations are called by name in the engine, the sequence numbers are ignored. If you use the same animations and names that are used in the demo, your character will work without any changes to the code. Also, if you call your player 'player' you will not have to alter any other scripts to get it to load as the player character.

In the section titled "Sequence Numbering and the .CS file" it states:

When you create a .CS file for your shapes, it is important that they are entered into the list in the correct order. The animation are called by the engine by index number, not by name. If you don't want to change anything in code, use the same numbering scheme and animations contained in the player.cs (link to player.cs)that is included in this tutorial. If you want to change things around or add animations to your game, talk to the lead programmer on your team about the numbering scheme you wish to implement to call the animations.


Thanks

#1
05/24/2002 (3:05 pm)
I've been looking at the animation code just yesterday, and FWIW -- I haven't actually tested this -- it seems pretty clear that the required animation sequences are searched for by name.
#2
05/24/2002 (8:59 pm)
The sequences are called by name and not by number. This is an error that should be corrected. Email Tim or Rick and let them know.

When I wrote the tutorial I was thinking about other games I had worked on (using variants of the engine that were internal to Dynamix) that worked a little differently from the Torque in the way sequences were handled.