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Key-Triggering Anims in a Builder Scene

by Pat Frank · in Torque Game Engine · 11/01/2008 (11:46 pm) · 1 replies

I'm new at this and I'm not sure if this is the right place to put this; please forgive me if it's not. I've been working through a problem from Chapter 8 in John Kanalakis' new book on Torque X and I'm having trouble understanding how the code is connected to the objects that are visible in the Torque X Builder scene in the same project.

Specifically, if I'm working on the XnaAnimatedPlayer starter project, I see how the animations are being triggered in the code, but the animation names in the private declarations are different from the animation names that I can see in the scene "levelData.txscene" in Torque X Builder. For example, the animation that shows Kork to be running up and to the right is called "orc_forward_northeastAnimation" in Builder, but back in the code file it's called "AnimNorthEast".

I ran a search on the solution and found some XML data in levelData.txscene that seems to be translating one name to the other ("".

What I don't understand is how that was done in Torque X Builder. Is there something in the GUI in there that I just haven't seen? I don't mind writing XML data myself, I'm just a little surprised. Why didn't the author just use the names of the animations that were already extent in Builder? (Not that I mind a little name translation either, I'm just wondering if I'm missing something fundamental here.)

Thanks!

#1
11/03/2008 (12:16 pm)
Never mind, I found it. I didn't realize the "Components" panel only appears when you have an object selected. Silly me! :-)