Torque Animations
by DarqueLord · in Artist Corner · 03/21/2007 (4:40 pm) · 6 replies
I am about to contract someoen to create and animate a game character for me. I have been told that Torque has some very particular things and certain types of animations it looks for br default. I would think that it would be possible to export the model and create a script that would handle whatever animations you create. So my question is can Torque handle any animations like fighting with dual swords and some martial arts type movements? And if so, can you edit the exsisting player.cs or do you have to make a whole new one? Please help, DL out.
#2
03/21/2007 (6:05 pm)
Hmm... Thats quite limiting. So the default animations are like the ones you see the Orc in the demo doing? The tutorial is a few years old do you know if theres anything new with 1.5 I need to know about? DL out.
#3
By default TGE support 8 basic animations which are forward run , backstep , sidestep , root , standjump , jump , land and fall. You can define more animations to your dts shapes and those animations will come through to play and override the engine's default animations that is being played. So, bascially you can define a new sword fight animation and you can call it to play. But the animations might not behave as you wished without the engine modification.
Aun.
Torque-Motion
03/21/2007 (8:08 pm)
Hm... I think I didn't made that clear enough, my fault.By default TGE support 8 basic animations which are forward run , backstep , sidestep , root , standjump , jump , land and fall. You can define more animations to your dts shapes and those animations will come through to play and override the engine's default animations that is being played. So, bascially you can define a new sword fight animation and you can call it to play. But the animations might not behave as you wished without the engine modification.
Aun.
Torque-Motion
#4
03/22/2007 (5:32 pm)
Ok forgive my ignorance but what about the Orcs Dance moves? I take it thats not standard movements but it seems to work fine, or is that because Torque handles Mo-caps better? I have no doubt in my teams coding ability but it seems a little strange. You say "engine modification" but what do you mean? We have to alter the source code or just script something for our player.cs? Please explain... DL out.
#5
03/22/2007 (8:18 pm)
You can make any number of different animations for your character. All you have to do is modify player.cs to include your animation dsq's in the list of animations.
#6
If you define your animations in the TShapeConstructor (player.cs) without exceeding the buffer limits (the names aren't too long), you can select to play any given animations that's not already define in the engine for the base model , no problem.
What I am trying to say is, you asked that you needed a sword fight animation and martial arts movements, I don't think those type of animations will work well without changing any TGE source code. There have been attempts to do sword fight animations which works pretty good
Simple Melee System
Aun.
Torque-Motion
03/22/2007 (8:59 pm)
Torque handles Mo-cap and hand animated animations just the same. So, thats not the case.If you define your animations in the TShapeConstructor (player.cs) without exceeding the buffer limits (the names aren't too long), you can select to play any given animations that's not already define in the engine for the base model , no problem.
What I am trying to say is, you asked that you needed a sword fight animation and martial arts movements, I don't think those type of animations will work well without changing any TGE source code. There have been attempts to do sword fight animations which works pretty good
Simple Melee System
Aun.
Torque-Motion
Torque 3D Owner Aun Taraseina
Aun.
Torque-Motion