Animations limit?
by Sean H. · in Torque Game Engine · 07/24/2007 (11:36 am) · 3 replies
Is there a limit on the number of animations(or the amount of allocated memory) that the engine will use when importing from a dts during the simulation? I have a dts file with more than 100 animations which I'm using for an item class object. The animations seem to have been exported correctly because they all work fine in showtool. For some reason though, when I load the dts file into the game a good number of animations aren't being recognized/arent working. When I call these animations nothing is happening. im using milkshape. I noticed that all the animations up to a certain number are working fine. After this amount, the animations still work in showtool but won't work in-game.
I know i could try using dsq's, and I may end up doing that, but like I mentioned this is 100 animations we're talking here. that wouldn't be very fun at all. Any advice or help would be appreciated.
I know i could try using dsq's, and I may end up doing that, but like I mentioned this is 100 animations we're talking here. that wouldn't be very fun at all. Any advice or help would be appreciated.
#2
Also, with that many animations I would really recommend you export them as external DSQ's. That will give you greater flexibility than if they are all "embedded" into the DTS.
07/25/2007 (7:37 am)
There are some enum values in player.h that define the number of animations allowed. Previously, Torque only supported 128 per shape but it looks like 1.5.2 has that number bumped up to 512. If you have less than that, I'm not sure why some animations would not play.Also, with that many animations I would really recommend you export them as external DSQ's. That will give you greater flexibility than if they are all "embedded" into the DTS.
#3
07/25/2007 (8:59 am)
OK thanks for the info Tim and Mark.
Torque Owner Tim Heldna