Works in Show Tool Pro but very poor results in TAdvanced
by Devin Passage · in Artist Corner · 09/13/2008 (10:06 am) · 0 replies
Okay, I am working on a workaround for this, but it would save me alot of time and money if someone could shed some light on the issue.
In an attempt to minimize my own work, which is considerable, I tried to pattern the players in my game after the player classes and datablocks present already in Torque. In this regard, I created a model, a .cs file, and duplicated the players that ship with the torque advanced engine. Basically, my objective was to make a new player model just like all of the others (boombot, elf, spaceorc, etc.). I checked all of the animations in ShowToolPro and they all work. I exported the sequences separately, and set up a directory containing the model, the animation sequences, and the .cs animation listing file. I loaded the .cs file into Torque Show Tool, and they all work.
Then when I try to use the model as the player in Torque, basically the animations either don't play at all, play once and then freeze (dude just glides around the world), or it plays the wrong animation entirely.
My suspicion is that it has to do with how animations are being merged in Maya (I chose to use the Maya exporter because I could not get any of the 4-odd Max exporters to work, and the models are Maya now and unless its easy to change formats, which I hear its not, we're stuck with Maya).
Here is the weird thing. If I export all of the sequences together in one file, with separate sequence nodes, and then assign those sequences in the .cs file, it works. The problem with that is i need to rewrite alot of player.cpp code to make that work because its based on the root animations in hardcode and not on the .cs file.
I realize this issue is highly technical, and that I need to post more information to get help. I don't really need help, I realize that to make a 3D game is extremely difficult even with the considerable boost that is provided by Torque, and you need to have some programming moxie to make it happen and I do, but what i want to know is this:
has anyone used the Maya exporter to export new player models using the same animations as BoomBot, SpaceOrc, etc...? Or does everyone just use Max? If you did, you may be able to help me.
Thanks.
In an attempt to minimize my own work, which is considerable, I tried to pattern the players in my game after the player classes and datablocks present already in Torque. In this regard, I created a model, a .cs file, and duplicated the players that ship with the torque advanced engine. Basically, my objective was to make a new player model just like all of the others (boombot, elf, spaceorc, etc.). I checked all of the animations in ShowToolPro and they all work. I exported the sequences separately, and set up a directory containing the model, the animation sequences, and the .cs animation listing file. I loaded the .cs file into Torque Show Tool, and they all work.
Then when I try to use the model as the player in Torque, basically the animations either don't play at all, play once and then freeze (dude just glides around the world), or it plays the wrong animation entirely.
My suspicion is that it has to do with how animations are being merged in Maya (I chose to use the Maya exporter because I could not get any of the 4-odd Max exporters to work, and the models are Maya now and unless its easy to change formats, which I hear its not, we're stuck with Maya).
Here is the weird thing. If I export all of the sequences together in one file, with separate sequence nodes, and then assign those sequences in the .cs file, it works. The problem with that is i need to rewrite alot of player.cpp code to make that work because its based on the root animations in hardcode and not on the .cs file.
I realize this issue is highly technical, and that I need to post more information to get help. I don't really need help, I realize that to make a 3D game is extremely difficult even with the considerable boost that is provided by Torque, and you need to have some programming moxie to make it happen and I do, but what i want to know is this:
has anyone used the Maya exporter to export new player models using the same animations as BoomBot, SpaceOrc, etc...? Or does everyone just use Max? If you did, you may be able to help me.
Thanks.
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