Game Development Community

Walking Amination Support

by Peter Churness · in Torque 3D Professional · 05/08/2009 (5:36 am) · 10 replies

Anyone know if 'walking' support made it into Beta 1?

#1
05/08/2009 (8:30 am)
Do you want to perhaps explain further what you are asking for?
#2
05/08/2009 (8:55 am)
thoughtfish.net/~carv/images/wood_walking_stick.jpg

couldn't help myself...

^__^
#3
05/08/2009 (10:52 am)
Well, digging through the source files I saw in player.h code support for swim, crouch and prone animations. Was wondering if walk was going to be included as well - or perhaps is handled differently?

enum {
      // *** WARNING ***
      // These enum values are used to index the ActionAnimationList
      // array instantiated in player.cc
      // The first several are selected in the move state based on velocity
      RootAnim,
      RunForwardAnim,
      BackBackwardAnim,
      SideLeftAnim,

      CrouchRootAnim,
      CrouchForwardAnim,
      ProneRootAnim,
      ProneForwardAnim,
      SwimRootAnim,
      SwimForwardAnim,
      SwimBackwardAnim,
      SwimLeftAnim,
      SwimRightAnim,
      
      // These are set explicitly based on player actions
      FallAnim,
      JumpAnim,
      StandJumpAnim,
      LandAnim,
      JetAnim,
#4
05/08/2009 (11:27 am)
You mean as in toggle-able run/walk speeds? No

EDIT: and so far only the code is in for the different stances and for swimming, non of the animations.
#5
05/08/2009 (1:07 pm)
The player.h file is one of the first files that you will edit for your project needs as the Player is mainly an "example" of what you can do and how you can do it.
It at best works for FPS but already there it might require modifications if you have a less combat but more stealth oriented game for example.

its no general usage class and wouldn't make sense as a such as well as it would become flooded with genre / game specific stuff of no use to others.
it already is if you create a flight game for example.
#6
05/08/2009 (1:57 pm)
Yes, understood, but they've added additional code for animations like swimming which was not part of TGEA. Just wondering what else has been added. I know they were going to be merging in some of the more popular resources. I had merged in Torque Motion's resource (or collection of resources rather) for adding walk, crouch, crawl, climb and swim animations into TGEA. I'd like to find out what resources have been merged into T3D Beta 1 and which I need to do myself - and which may be rolled out in forthcoming betas...
#7
05/08/2009 (5:55 pm)
Nope, there is no walking in the stock player class. And yeah, I basically integrated that same resource you are referring to so we could have swim animations. The prone/crouching just sortof came with the package, so there is no walking.
#8
05/08/2009 (6:01 pm)
I also integrated sub-mesh hiding support for ShapeBase from a resource, those are the only two I am personally aware of.
#9
05/08/2009 (6:10 pm)
Great, thanks for the info.
#10
05/09/2009 (6:14 am)
I hadn't noticed the mesh hiding support -- thanks James! I would have eventually gotten around to wanting that.