Damn Characters
by Mikey Busch · in Artist Corner · 08/06/2007 (12:00 pm) · 6 replies
Ok im sure this discussion has happened about a thousand times, can somebody guide me through how to get my animations to work from milkshape to torque.
The problem i seem to be having is none of the animations will 'play' so to speak, just the models hows up ingame, also how to do the scripting for it?
The problem i seem to be having is none of the animations will 'play' so to speak, just the models hows up ingame, also how to do the scripting for it?
About the author
#2
08/06/2007 (7:50 pm)
How are doing the export? Are you using DTSPlus to save seperate .dsq animations or are you exporting the model with the animations packed into it?
#3
08/07/2007 (5:01 am)
Dtsplus as .dsq's.
#4
Now go into player.cs, have the shapefile in the datablock set, and at the top of player.cs, type
08/07/2007 (5:27 am)
When you do that, you should first export just the model, no animations, only your guy. After that, you should have each animation sequence entered into the exporter (all of them). Makes sure that generate .cs file and Split DSQ Export are checked. Now click Export DSQ, and the animations will be given a name unique to the model and a script file will be made by whatever you called your dts model.Now go into player.cs, have the shapefile in the datablock set, and at the top of player.cs, type
exec("~/data/shapes/players/character/character.cs");Replace the directory with whatever you saved your model in and the .cs file to match the name of the .cs file that was generated. Give it a try.
#5
08/07/2007 (5:19 pm)
Oh thank you thank you thank you, problem fixed
#6
08/07/2007 (9:18 pm)
You're welcome you're welcome you're welcome!
Torque 3D Owner Morrie