Game Development Community

Jump forward

by gamer · in Torque Game Engine · 11/15/2006 (2:48 pm) · 5 replies

I have a jump forward sequence that will position the player a few meters forward at the end. However when I play the animation out in game, the player goes back to his starting position at the end... what's the best way to make him stick to his end position?
thanks

#1
11/15/2006 (2:58 pm)
Your animation should not affect the transform of the model.
the transform of the model should only be manipulated by the game engine.

have the game engine process your forward movement from your jump
and remove the transform keyframes.
#2
11/15/2006 (3:12 pm)
Ok I will try that. Another issue is that it seems that run animation can not be triggered... I read some old(2002) post that says bounding box and the run animation must have a ground transform, this is conflicting with what you said so I guess that post is outdated. Any idea why run animation is not animating ingame?
thanks
#3
11/15/2006 (7:30 pm)
Ok it seems that I need to export the run animation with ground transform.
1.Is the purpose of ground transform for engine to determine which animation to play?
2. how do I create a ground transform? I already left ignore ground transform checkbox unchecked when exporting dsq. But when I view the animation for run in ShowTool, the GndFrm is still 0.

thanks
#4
11/15/2006 (9:59 pm)
And how much ground transform should I set? should it change in y direction only?
I added two key frames on the bounding box with different y positions, one at the beginnnig and one at end of the animation. But I still can't trigger it in game....
#5
11/15/2006 (11:14 pm)
No, what the ground transform is in this case, is simply a position and I think maybe orientation.
not plural, singular.

it is used to know when the object is indeed on the ground, see?
you will have to refer to the doc for the exact procedure of usage.

the bounding box used for player does not have support for animation. (crouch and other things)