Only animating specific nodes
by Daniel Buckmaster · in Artist Corner · 12/10/2008 (7:37 am) · 9 replies
It's my understanding that Torque can run several non-blend threads on a shape at the same time, as long as they're not trying to animate the same nodes. Is this correct? If so, how do I specify which nodes an animation affects?
EDIT: Okay, actually, I think the second half of my question may be answered. If I turn certain nodes off in the node tab in the exporter, can I export a DSQ that is still compatible with an armature with all the nodes exported?
EDIT: Okay, actually, I think the second half of my question may be answered. If I turn certain nodes off in the node tab in the exporter, can I export a DSQ that is still compatible with an armature with all the nodes exported?
About the author
Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!
#2
12/10/2008 (5:12 pm)
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#3
12/11/2008 (4:30 am)
Not true with CS bipeds, I frequently remove parent bones from my config files, ensuring ONLY the children are exported.
#4
12/11/2008 (4:35 am)
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#5
12/12/2008 (1:22 pm)
Oops, never noticed what forum heading I was in :) Sorry...
#6
12/12/2008 (1:40 pm)
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#7
Now, going even further than that... say I have different skeletons. Can they both run animations that only animate nodes they share? Say for example I have a human, and a human with a tail. The only difference between the armatures is th tail nodes that are children of an existing bone. Could I export a 'walk' animation from the human skeleton and play it on the other skeleton? The tail would not be animated, but I could play a separate thread for it.
12/14/2008 (7:37 am)
So if I just don't animate certain nodes, will that work as well as excluding them? Thanks for all the info - looks like my plan is a go!Now, going even further than that... say I have different skeletons. Can they both run animations that only animate nodes they share? Say for example I have a human, and a human with a tail. The only difference between the armatures is th tail nodes that are children of an existing bone. Could I export a 'walk' animation from the human skeleton and play it on the other skeleton? The tail would not be animated, but I could play a separate thread for it.
#8
12/14/2008 (7:45 am)
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#9
12/15/2008 (6:21 am)
Brilliant, thanks for that :) Torque continues to pleasantly surprise me as often as it frustrates me...
Torque Owner Erik Madison
To run multiple animations at a time, take a read through of plastic games series. They talked fairly extensively of threads and such.