Blend Animation -- Reference Frame
by Ryan Mounts · in Torque Game Engine · 11/29/2006 (5:52 pm) · 2 replies
Hi everybody, I'm having trouble exporting a character blend animation sequence from 3dsmax8. Specifically, I want to export a blend animation with a reference frame other than 0. I'm using a Biped, which does not allow keyframes in negative time; otherwise I'd just center the animation around 0. So for example, my animation is from 0 to 10. I need the reference frame to be 5 so that it's in the middle.
I've tried two different exporters:
Dark Industries Torque DTS Exporter v1.3
Torque DTS Exporter v0.900r-beta (compiled Nov 26, 2004)
They work fine if the reference frame is 0, but no other reference seems to work. Any ideas or workarounds? And please don't say, "Go buy 3dsmax9." :)
Thanks
Ryan
I've tried two different exporters:
Dark Industries Torque DTS Exporter v1.3
Torque DTS Exporter v0.900r-beta (compiled Nov 26, 2004)
They work fine if the reference frame is 0, but no other reference seems to work. Any ideas or workarounds? And please don't say, "Go buy 3dsmax9." :)
Thanks
Ryan
#2
Ryan
11/29/2006 (8:51 pm)
Okay, I'm never going to ask a question again... I'm a moron. I had been trying to do some negative time stuff with the sequence helper and had forgotten to set the starting frame to one, hence the strange behavior. All is well now. The tutorial above works great. Hopefully someone will benefit from this little self-dialog. :) Good luck, all.Ryan
Torque Owner Ryan Mounts
CornerstoneViz
Http://torque.smdlabs.com/media/freetutorials/maxdts/page6.htm
I followed it and things are better -- I have the blend animation in-game now, but there's a new issue. :) I'm glad you guys are patient!
I'm doing the "head" animation for looking up and down. The first frame is set to the reference pose, looking straight ahead. The next frame is looking up and interpolates to the looking down pose at the last frame. In the game, the animation does not work properly and is only used when looking up. For example, the character is looking straight ahead as expected, then as the mouse is moved up, the character begins to look up to about 45 degrees and then back down to 0 degrees, instead of looking all the way straight up. As the mouse is moved down below 0 degrees, then head stops at the reference pose. Weird.
Any thoughts would be appreciated.
Ryan