Crouch and prone blues
by Danni · in Torque Game Engine · 01/23/2007 (7:19 pm) · 1 replies
I am using TSE 1.0 and have the same problem that the camera does not follow the eye position with the animations when using the code and animations from http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4348 . I can crouch and prone and see in third person it has succeeded but first person the camera stays the same height and the weapon models disappear unless i look down.
Turning renderFirstPerson = true showed something interesting. It seams when i crouch and look down, i see the feet tuck up but the player remains in position, prone appears as if the client is standing.
I have also traced the function and watched the bounding box dimensions change so I am guessing the eye z position is locked somewhere and the player is floating? Muzzle points are also locked, if i fire the projectiles spawn from the same height in all three positions.
I have searched and read every resource on this issue and nothing has helped.
What the heck!? Anyone have any ideas what is wrong?
Turning renderFirstPerson = true showed something interesting. It seams when i crouch and look down, i see the feet tuck up but the player remains in position, prone appears as if the client is standing.
I have also traced the function and watched the bounding box dimensions change so I am guessing the eye z position is locked somewhere and the player is floating? Muzzle points are also locked, if i fire the projectiles spawn from the same height in all three positions.
I have searched and read every resource on this issue and nothing has helped.
What the heck!? Anyone have any ideas what is wrong?
Torque 3D Owner Danni
void Player::updateAnimation(F32 dt) { if ((isGhost() || mActionAnimation.animateOnServer) && mActionAnimation.thread) mShapeInstance->advanceTime(dt,mActionAnimation.thread); if (mRecoilThread) mShapeInstance->advanceTime(dt,mRecoilThread); // If we are the client's player on this machine, then we need // to make sure the transforms are up to date as they are used // to setup the camera. if (isGhost()) { /*if (getControllingClient()) { updateAnimationTree(isFirstPerson()); mShapeInstance->animate(); } else { updateAnimationTree(false); }*/ updateAnimationTree(false); // [Danni] Was here mShapeInstance->animate(); } }The above hack fixed it.