Animation of mounted objects?
by Masser · in Artist Corner · 11/18/2007 (9:15 pm) · 2 replies
Is there a way to make an object mounted on a player follow the same animation sequence as the player?
For instance, if I have a player rig and I use it not only on a player model, but an object that will be mounted on the player (let's say a piece of clothing, like a shirt; both with the exact same skeleton, but their own vertex assignment), in theory they should both animate in a similar fashion, right? I tried and while the player moves, the mounted object does not automatically follow (of course). Is there a SIMPLE way to make this possible? I suppose I may be able to just apply the same setActionThread method to both simultaneously, but I fear synching issues. I'm also aware of the mesh hiding resource (where the additional model is actually a part of the same DTS as the player), but I'm hoping for a more simple and scalable solution if it exists.
Has anyone heard of such a thing?
Thanks.
For instance, if I have a player rig and I use it not only on a player model, but an object that will be mounted on the player (let's say a piece of clothing, like a shirt; both with the exact same skeleton, but their own vertex assignment), in theory they should both animate in a similar fashion, right? I tried and while the player moves, the mounted object does not automatically follow (of course). Is there a SIMPLE way to make this possible? I suppose I may be able to just apply the same setActionThread method to both simultaneously, but I fear synching issues. I'm also aware of the mesh hiding resource (where the additional model is actually a part of the same DTS as the player), but I'm hoping for a more simple and scalable solution if it exists.
Has anyone heard of such a thing?
Thanks.
#2
12/04/2008 (2:43 pm)
If you search, I do believe there is a resource regarding this type of thing...attaching armor to different parts of the rig and it moves correctly with animations...
Torque Owner Masser
I appreciate any leads on a solution. Thanks.