Game Development Community

CUSTOM JUMP ANIMATION TOO SHORT

by Nmuta Jones · in Artist Corner · 01/23/2009 (2:59 pm) · 14 replies

I purchased some biped animations from another developer to use in my game with a character I built.

The jump animation from him is 18 frames long.
In game, the animation looks ok, but it plays about 1.5 times, due to the fact that the animation is too short.

I'm sure there is a way to fix this without having to re tool the whole animation in 3ds Max. How can I fix ?

Thanks in advance

#1
01/24/2009 (1:25 pm)
Anyone? Do I have to re-do the whole animation?
#2
01/24/2009 (1:38 pm)
You said you purchased it? Demand a refund or ask them to fix it for you (in a polite manor). The point of purchasing stuff for creating your own game is to speed up the process without errors.
#3
01/24/2009 (2:52 pm)
Good idea. I bought the animations from another Torque developer; he said he has used the animations in both TGE and TGEA. So I should contact him. You're right....I spent money to save time, not to have to invest more time.

#4
01/24/2009 (4:13 pm)
I would Override the Duration of the sequence to be as long as you need it. This way you'll play the entire frameCount[keyFrames], without resorting to changing FPS...

In your exporter, hopefully; there's an Override Duration entry field. Using this will 'override' the FPS you specified as you are force feeding it via the Override value.

Good luck!

Unless you ask for 'custom' animations with your 'other' Developer; you may have to edit them to get 'exactly' what you need....if this was a 'stock' type library, I doubt you'd get another pass at the work? As long as you get Source Files with your packs, you've got the raw materials to set the sequence as you wish...I thought that was the idea with 'stock' content Packs; here's what I did with it, here's the Source; have at it!

Ground Transforms, FPS, Duration: it's all subjective to exactly what effect you're trying to achieve...each codeBase is different.
#5
01/24/2009 (6:52 pm)
Rex....thanks for the suggestion. I am using 3ds Max 9 , with the standard max2dts exporter (NOT max2dts exporter Pro).

I don't see any option to "override duration", unfortunately.

#6
01/27/2009 (5:18 am)
I can try and take a look at seeing what I could do to help, Nmuta. I would need a copy of the DTS and DSQ you wish to edit. You can send it to my profile's email address; I'll keep all original assets to myself and will not pass anything along to any other developer.

I would also need to know exactly what you need done to the sequence....too bad the exporter you're working doesn't allow for animation Override.
#7
01/27/2009 (1:29 pm)
Change the fps in the exporter. It's probably pre-set for 15 or 30. That's the simplest method.
Another, better method, save your animation out as a bip. Set your sequence helper stop key 1.5x further, ie to 27. Set time thingy to display 0(1)-27. Reimport the bip, and check 'scale fps to time' or whatever similar thing it says.
And.... I sold some stock animations to someone awhile ago. If that was you, I'll adjust it for you :)
#8
01/28/2009 (6:38 pm)
Actually, yes, I did buy them from you. The anims are great. Just that one problem so far. I'm trying to adjust the fps in the exporter now, seeing how that works.

OK, I don't see how to adjust the fps in the exporter. And I'm having trouble with that other method you mentioned. I may need some assistance.
#9
01/28/2009 (7:02 pm)
Ok, I didn't see any FPS settings in the .dts exporter in 3ds Max. I changed the FPS in Max itself but that did not work. Any help with this or the above comment by Erik would be helpful.
#10
01/28/2009 (8:44 pm)
Does the object have the ground transform animation? no matter how many fps the animation is, if the bounding box is animated along with the jump animation it should work no matter what you have it set to... it also needs to ~not~ be set to "cyclic"
#11
01/29/2009 (12:26 am)
That's part of the problem. I don't see any of these "settings" in the exporter. There is no "cylic" toggle box or button or setting anywhere.
Neither is there "scale fps to time" or "override duration", or any of those things.

3ds Max 9

Torque DTS Exporter
Version 0.900r-beta
(dts v1.24)
Compiled Nov 8 2006
14.04:01

and as far as the "ground transformation animation", you've lost me on that one. I had no idea that the bounds should be animating as well, and how does that affect the length of the animation?
#12
01/29/2009 (1:03 am)
ok, I extended the player's jump animation to 45 frames and it's still cutting off and replaying halfway through the jump. So there's something else, maybe even code based? That is making the player's jump animation repeat before it's done. If it's a SHORT jump, like jumping while running UP a hill, the animation does not repeat because it's naturally cut off due to the incline.

What could it be? I am using TGE 1.5.2 with AFX.

#13
01/31/2009 (10:01 pm)
I found the problem.

All of the exporting features I needed to find are found when you click on the sequence helper object itself.

@Rex: And yes, "override duration" was the magic trick. Nothing else needed.
Thanks! Works perfectly.
#14
02/01/2009 (10:26 am)
Heh-heh-heh....guess I DO KNOW what I am talking about! And I am not even a 'Max' licensee! Whoo Hoo! I am a 3D graphic artist, though; not necessarily the same thing, LOL. I do know a good deal about TGE art formats as well....and that helps.

Glad you got it sorted, Nmuta, press Onward!

I have found using the KISS method of changing FPS of the sequence a 'dirty hack' and never seemed to work correctly for me. I use the OverRide Duration to good effect...

Cheers!