Spring animations for wheeled vehicles in Milkshape
by Jason Sharp · in Artist Corner · 10/10/2002 (10:36 am) · 7 replies
So I cannot seem to get the axel portion of my vehicle model to work in game. The wheels are animating fine but they are floating and not attached to the axels. I have read many posts about this and have setup a spring node that corresponds to each hub node. The problem I have is the animation portion. I know that I need to have the model set to the highest wheel position and animated down to the lowest wheel position. So I need to animate each wheel separately to move down to the lowest position? Then do I set an animation and name that sequence "spring0" (seq: spring0=1-3, fps=2)? Just couldn't find an answer for this one out here....
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#2
10/10/2002 (11:22 am)
Ok. I did read that in the post but for some reason I just can't get it. What animation should I be exporting and what should they be called? Sorry...i know that there is just one little thing I am missing and the light will turn on but I can't for the life of me figure out what it is. Thanks for any further help you can provide.
#3
"seq: spring0=1-3,fps=15"
"seq: spring1=4-6,fps=15"
showing as dummy materials
The exporter shows both sequences and by exporting it over to my Tribes 2
dir I can see the anim sequences with DTS-View. However the springs do
not animate in the Torque Demo.
Any clues about where I am screwing up would be greatly appreciated.
01/11/2004 (2:08 pm)
I'm having almost the same problem, I have "seq: spring0=1-3,fps=15"
"seq: spring1=4-6,fps=15"
showing as dummy materials
The exporter shows both sequences and by exporting it over to my Tribes 2
dir I can see the anim sequences with DTS-View. However the springs do
not animate in the Torque Demo.
Any clues about where I am screwing up would be greatly appreciated.
#4
I whrite this in material:
"body"
"seq: spring3=1-2,fps=2"
"seq: spring2=3-4,fps=2"
"seq: spring0=5-6,fps=2"
"seq: spring1=7-8,fps=2"
(time1 in the first seq is the top of the spring and time2 is the bottom)
your real material name must be at the top and the seq at the bottom otherwise the game could crash or something like that.
I also have the same probleme with transparency...
I will chek this later
You could dont't understand me because i'm not so good in english. lol
Fred.V
03/05/2004 (10:47 am)
Work good for meI whrite this in material:
"body"
"seq: spring3=1-2,fps=2"
"seq: spring2=3-4,fps=2"
"seq: spring0=5-6,fps=2"
"seq: spring1=7-8,fps=2"
(time1 in the first seq is the top of the spring and time2 is the bottom)
your real material name must be at the top and the seq at the bottom otherwise the game could crash or something like that.
I also have the same probleme with transparency...
I will chek this later
You could dont't understand me because i'm not so good in english. lol
Fred.V
#7
This resource cranks! I just got done putting together a 4-wheeled vehicle vehicle with blended animations for the springs and it worked like a charm (well one minor issue). The vehicle is part of a tutorial in my upcoming guide: EGTGE. My intention is to use your version of the exporter for most examples in the guide. You've really helped level the playing field for those on a tight budget with the introduction of both IFLs and blended animations (not sneezing at all the other awesome additions, but those two really make it easier to do nice models). Anways, I just wanted to thank you and your team again for this work.
Note: The one problem I ran into while exporting was that I couldn't get it to export until all vertices were assigned to at least one joint. The steps I took were:
- create dummy joint (named root, but AFAIK any name will do).
- assigned all vertices to 'root'
- added other joints (as needed) and re-assigned vertices to them (as needed).
The failure was a seqfault.
[HOW]EdM|EGTGE
07/25/2004 (9:03 pm)
Dave,This resource cranks! I just got done putting together a 4-wheeled vehicle vehicle with blended animations for the springs and it worked like a charm (well one minor issue). The vehicle is part of a tutorial in my upcoming guide: EGTGE. My intention is to use your version of the exporter for most examples in the guide. You've really helped level the playing field for those on a tight budget with the introduction of both IFLs and blended animations (not sneezing at all the other awesome additions, but those two really make it easier to do nice models). Anways, I just wanted to thank you and your team again for this work.
Note: The one problem I ran into while exporting was that I couldn't get it to export until all vertices were assigned to at least one joint. The steps I took were:
- create dummy joint (named root, but AFAIK any name will do).
- assigned all vertices to 'root'
- added other joints (as needed) and re-assigned vertices to them (as needed).
The failure was a seqfault.
[HOW]EdM|EGTGE
Associate Anthony Rosenbaum