Game Development Community

Footprints

by Howard Dortch · in Torque Game Engine · 12/02/2008 (5:31 pm) · 11 replies

I have a character that only leaves the footprint, sound and dust emitter on the right foot only. Can someone suggest what might be wrong? I am using the MACK model.

#1
12/02/2008 (6:31 pm)
A couple of things could (all, or individually) be going wrong. The trigger in the animation for the other foot could be 1) not present or 2) for some reason isn't being hit (could either be the animation not playing all the way to the end, or some bug in the code for animation triggers).

So first thing, make sure the trigger is present in the model and such (ShowTool).
#2
12/03/2008 (5:22 am)
Is it possible for you to show an image of your trigger setup in the dialog?


A typical two trigger, rightFoot/leftFoot, will look something like this:

www.brokeassgames.com/images/imagesRex/triggerSetupMS3D.png
With stock SDK tge, there is not "Y" offset to a decal placement for the effects, only in "X"...so try to set triggers in frames where each foot is directly in line with the "X" plane of the character's center of mass. The MACK pack should have source files to follow as examples??

Good luck!
#3
01/02/2009 (6:17 am)
I used the out of the box animation from MACK. Not sure how to post a screen cap but here is the info from that window

Trigger Frame State
0 6 2
1 29 1


Enable Transform is checked and Cyclic is checked

Thanks for helping...
#4
03/11/2010 (1:49 pm)
I'm actually getting the same problem... I noticed that if I sprint both prints show up, however if I try just walking only the right side print shows up.(differant animations)

After checking the backup versions it seems like the problem started when I installed the sprint resource, not sure if you have fixed this yet but hopefully we can get this fixed for the A.C.K. users.

P.S. I'm going to try and check each animation for footprints, it does seem like either the animation is not completing or maybe just a node is not available... (Walk2.dsq for A.C.K.)
#5
03/17/2010 (5:17 pm)
On a related note -- I am trying to figure out how to properly export my art assets for TGE. My assets are in milkshape format with animations.

How do I properly export the DSQ so the run animation does;
(1) properly trigger/activate the footprints (like issue above) -and-
(2) continues running (not freeze at end)

My animations starts and then "freezes" ... and from there the unit just slides along until told to move again ... triggering the run animation again.

I've "fudged" the c code to make it force footprints w/o the triggers -- but its defeating the purposes and looks horrible.

Do I need to (a) export as CYCLIC, ENABLE TRANSFORM ... as well as setup the state triggers as above?
#6
03/17/2010 (5:58 pm)
Cyclic = Yes

Enable Transforms = Yes

Trigger setup as above = Yes

You need ground transforms or triggers simply will NOT work.
You need a cyclic animation to keep the run animation 'looping' or it will stop each 'cycle'.
You need trigger data for Left and Right foot, or no decal/sound/puff.
#7
03/18/2010 (8:24 pm)
Thanks Rex! that is the info I was missing -- I purchased the DSQ Tweaker and manually update the DSQ and works great now.
#8
03/19/2010 (3:44 am)
That's great news, Jeff! The lead programmer, Dale Harper, will be happy to know you're finding the program useful.

I'll give a little 'heads-up'; we're in the process of updating DSQTweaker with some new features and should have the new version released in a short time. Documentation is being edited as I text!

Happy modeling!
#9
04/06/2010 (8:35 am)
@Howard:
Have you ever figured out what was stopping the walk animations from using the leftfoot triggers?
#10
04/06/2010 (1:29 pm)
I just re exported that animation and made sure the foot triggers were in there and it seemed to work. I guess the dsq they have in the pack was bad and they never updated it.
#11
04/06/2010 (4:23 pm)
How exactly did you make sure the foot triggers were there?

Because the animation I am having a problem with looks like the exact animation you were mentioning.