Controlling a IFL animation using torquescript
by Ricardo Arango · in Technical Issues · 10/07/2008 (4:12 pm) · 7 replies
Hi,
Is it possible to control the position in an IFL animation? Either by selecting a frame number or with time?
Thanks
Is it possible to control the position in an IFL animation? Either by selecting a frame number or with time?
Thanks
About the author
#2
Actually I found this code
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14856
But I want to know if there is a way to do it, without modifying the engine.
10/08/2008 (12:59 am)
Hi, thanks for your reply. Well It doesn't have to be with frame time or frame number. Is it possible in any way to select which texture should be shown, from the list, via script?Actually I found this code
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=14856
But I want to know if there is a way to do it, without modifying the engine.
#3
10/08/2008 (1:40 am)
You could try having 2 or more datablocks each with different dts models with the different ifls. The datablocks can then be swapped using torque script
#4
But it's ok now, I have seen this code I put in the previous reply and it is not complex, and also works perfectly.
What I don't know is if it is possible to assign different materials to each one of the IFL textures.
10/08/2008 (5:04 am)
No that was kind of the point, to avoid having to use different objects, for different looks. So my idea is, that by controlling the IFL animation, one can have multiple skins on an object, in a simple manner. As you can only change the skin once, at the moment.But it's ok now, I have seen this code I put in the previous reply and it is not complex, and also works perfectly.
What I don't know is if it is possible to assign different materials to each one of the IFL textures.
#5
Seems you could also pull this off with an shapeBase 'image' object, which has the very useful Finite State Machine to help control....ah, animations...sounds and other effects.
Might help to give more backstory into what this effect is intended to achieve....??
Stopping/starting animations on a called frame# is stock Unreal Tournament behavior, no tge; now you can 'pause' a playing thread, but no real way to do it on a 'dime'/frame#.
Good luck!
10/08/2008 (6:39 am)
There is already a stock 'skin' swapping feature; this sounds like what you want from the description. Call a new skin via script. Stopping an animation on a single frame# would seem to take some C++ coding to the Source.Seems you could also pull this off with an shapeBase 'image' object, which has the very useful Finite State Machine to help control....ah, animations...sounds and other effects.
Might help to give more backstory into what this effect is intended to achieve....??
Stopping/starting animations on a called frame# is stock Unreal Tournament behavior, no tge; now you can 'pause' a playing thread, but no real way to do it on a 'dime'/frame#.
Good luck!
#6
Do you know if there is a tutorial or a post about using the FSM you mentioned? I am very interested in that.
10/08/2008 (8:10 am)
Hi,Do you know if there is a tutorial or a post about using the FSM you mentioned? I am very interested in that.
#7
I really believe it comes down to intent and desired effect. Define exactly what you want the art to do, and then see what you can hammer together to 'get the shot' as it were...there may be an 'easier' approach to the end result. IE, don't 'overthink' something that may be already in the codeBase....and ready to use.
10/08/2008 (9:36 am)
There is a section of Ed M's GPGT, about the shapeBase images and the State Machine[animations/etc], not sure about any online ones. It demonstrates how a 'stoplight' type object has IFL animation and each is associated with a 'state' of the image. I won't go into any further detail; as I'd be exposing the writer's work for free...I really believe it comes down to intent and desired effect. Define exactly what you want the art to do, and then see what you can hammer together to 'get the shot' as it were...there may be an 'easier' approach to the end result. IE, don't 'overthink' something that may be already in the codeBase....and ready to use.
Torque Owner Mike Rowley
Mike Rowley