Game Development Community

Help exporting a forward anim, Ground Transform issue! 3DS max8

by Jeremy Farley · in Artist Corner · 02/20/2009 (1:30 pm) · 1 replies

I have been trying to export a forward animation for a character I made. I am testing it by replacing the character and animations in the FPS Starter Kit. I am using max8.

The problem is the player_forward.dsq animtion glitches the player forward and backward as you walk forward. I know this has to do with the ground transform.

I have read the documentation and it says to move the bound box the distance the player would travel in one cycle (i think). I did this and in show tool the character moves forward in space and then glitches back to his original location at the end of the run cycle. Which is weird because the demo player orc walk cycles in one place. What do i do to make it work like the example character from the FPS starter kit?

The only way my animation cycles in place is if i don't animate the bounds or ignore the ground transform, which makes the animation not work correctly in game. So that's not an option. I have tried everything i can think of, i know there is just something im missing.

I noticed that all the animations for the orc have a ground transform value=1 and mine are more like 11, could that be it?

#1
02/20/2009 (9:32 pm)
For animations like walk cycles you will want to ensure that the Bounds node is linked to Bip01 (or whatever your base control node is for your rig) and that it inherits X and Y movement (not Z). This will ensure that you get the forward velocity movement the engine is seeking to satisfy a ground transform, but it will keep the player in one place.

Also FYI. The forward velocity also serves to let the engine know how to speed up or slow down the animation playback as the model moves faster or slower in Torque. It basicly references the velocity you set in the animation as "average" and plays the animation faster or slower from there. So its very important that you time your forward movement right so that you don't end up with a goofy looking walk cycle.