Animation of multiple collision meshes
by Phoenix Online Studios · in Torque Game Engine · 02/24/2007 (6:43 pm) · 0 replies
I need something confirmed:
Has anyone had a shape in TGE with multiple collision meshes, where the collision meshes are parented to different bones (like an upper and a lower arm for instance) and confirmed that they animate correctly (can be easily checked in ShowTool with collision mesh visibility turned on)?
I see nothing in the source code suggesting that this would be a problem at all, but when we do this on our models, the result is always that only the collision mesh parented to the bone furthest up the hierarchy gets animated correctly. All other collision meshes fail to inherit the transformation of the bone they are attached to and instead animate along with the correctly working one. So, for an upper and lower arm for instance, both collision meshes follow the upper arm animation, while visible meshes bend as the arm is supposed to.
There are two possibilities: Either Torque does not animate them properly, or the Maya2DTS exporter, which is what we use, doesn't export the .dts/.dsq files properly in terms of collision meshes. We have not found an indication of any problem in the source code of either of them causing this. If someone knows it works in Torque, we can at least narrow it down to being the Maya2DTS exporter, which I think is the most likely.
There is the same problem with LOScol meshes as well btw, but parent one collision mesh to one bone and one LOScol mesh to another bone, and both animate properly and independently.
Has anyone had a shape in TGE with multiple collision meshes, where the collision meshes are parented to different bones (like an upper and a lower arm for instance) and confirmed that they animate correctly (can be easily checked in ShowTool with collision mesh visibility turned on)?
I see nothing in the source code suggesting that this would be a problem at all, but when we do this on our models, the result is always that only the collision mesh parented to the bone furthest up the hierarchy gets animated correctly. All other collision meshes fail to inherit the transformation of the bone they are attached to and instead animate along with the correctly working one. So, for an upper and lower arm for instance, both collision meshes follow the upper arm animation, while visible meshes bend as the arm is supposed to.
There are two possibilities: Either Torque does not animate them properly, or the Maya2DTS exporter, which is what we use, doesn't export the .dts/.dsq files properly in terms of collision meshes. We have not found an indication of any problem in the source code of either of them causing this. If someone knows it works in Torque, we can at least narrow it down to being the Maya2DTS exporter, which I think is the most likely.
There is the same problem with LOScol meshes as well btw, but parent one collision mesh to one bone and one LOScol mesh to another bone, and both animate properly and independently.