Game Development Community

Characters

by PuG · in Artist Corner · 09/06/2007 (1:52 am) · 2 replies

Hi, quick question in regards to characters and Torque - we where just doing a test export with a few simple animations, though ingame characters appear halfway through the terrian - do the characters feet have to line up with the Layout grid on the Y axis? as these have been done with with the grid around the main pivot mid way.

I assumed it could then be offset in script?

Regards,

#1
09/17/2007 (10:00 pm)
Yes, it's best to line up your characters feet with the ground (y=0). There are quite a few ways to do this. The best method would be to create your character model so that it is "Rested on ground" (in Modeller go to: Modify>Translate>More>Rest On Ground). It's best to do this before you animate.

If you've already animated with the character in the wrong position you can still save the animations. Just parent the character model to a null at frame zero (make sure "Parent In Place" is switch on), then move the null around. All meshes, bones and keyframes can then be offset without losing anything important.

I would suggest that getting the coords right in your models would be preferable to fixing with a script, as there may be many situations where you'll want to line up models with a common zero point.
#2
09/20/2007 (3:18 am)
Thanks for the reply, will parent to null and drag around :)

Another quick question, when I apply a simple ground transform on a DSQ to walk cycle it will export fine, but ingame the loading time takes minutes and the walk animation simply doesn;t play. Any suggestions?

Regards!