Game Development Community

Animation in vehicles to simulate damage

by Ronald J Nelson · in Torque Game Engine · 10/29/2007 (11:00 pm) · 4 replies

My team and I are discussing getting away from the current method we going with for displaying damage in vehicles which was interchangeable mesh sections.

What I am trying to look into is how I could set up animation sequences to have states. What I mean is I can already detect the area I want to change by hitboxes I have in the vehicle.
I have already started for experiment purposes states like this.

#2
10/29/2007 (11:01 pm)
However, I am having a bit of difficulty with the clean state. For somereason even though I set these each up as a clean mesh to start with, they all run together. Now if I move the frams towards to the the "0" frame they start clean again.

What I need to know is how I can set up the animations to have a clean state, then a medium damage, and a heavy damage. Also How I can access them with calling on a state for that animation.

I am pretty noobish at animation so I'd really appreciate a bit of help. Thanks in advance.
#3
10/30/2007 (10:15 pm)
OK then let me ask these questions to give me some clarity on how to approach this myself.

1. Does a DTS object have to have a skeleton to create/use DSQ files?

2. How can I copy the state of one frame to another? Basically I want the clean state copied to be the start of each of the three frames per animation.

Wtih these answers I see that I might have to go with setting up dummy nodes for each of the the animations and set states for them. That should work but I need the answer to at least question number 2 before I can move on.

Thanks in advance.
#4
10/31/2007 (8:26 pm)
OK I have no problem recreating the animations if someone can explain this one. I have read that bones and nodes are essentially the same thing in most ways in a DTS object. Here is my question about that:

Can you attach vertices from a mesh to a node like you do with a bone system? If so, PLEASE tell me how.

Thanks in advance.