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Transform Bones (Nodes?), Animate through script?

by Ian (Fluxtah) Warwick · in Torque Game Engine Advanced · 05/02/2007 (9:20 am) · 2 replies

Hi,

Just getting started with TGEA, I have much to study so I am spending most of my time just digging through the script files familiarizing myself with the logic by chasing execution paths.

When the time comes, it would be nice to know, or have an idea, to how I can rotate bones (I am unsure of the terminology used here in Torque, is it nodes?).

My goal is to create a 2 legged mech where the upper body can be rotated via controls, rather like a tank.

It would be greatly appreciated if someone could point me in the right direction, I am searching the forums and have found nothing significant yet, still searching...

thanks

Ian (Fluxtah) Warwick

#1
05/02/2007 (2:15 pm)
There are node transforms in the mesh, those are probably what you want. You should probably look for a function called getNodeTransform (or something similarly named), unless thats one I added :)
#2
05/02/2007 (3:51 pm)
Cool thanks, I have found a member mNodeTransforms of a class TSShapeInstance that appears to a be a vector of bone transforms.

I am not sure if there is a simple way to look up a bone by name (are bones named or do I need to know the index?) and transform it via TorqueScript.

Well, I cant really speculate to much as I am so new to the Torque engine so I guess I should persevere until I understand a bit more about it.