Swiming?
by Kevin Mitchell · in Torque 3D Professional · 05/08/2009 (5:16 pm) · 11 replies
So I've added all my needed script for swimming, aka animations and other stuff for the character setup. Is there anything more needed to enable the swimming? I'm neither floating or getting the swim animation to happen. Has anyone else tried this?
About the author
Riding Solo since 2005. Current Project: Fated World 2005-Present RPG Engine Tool Kit - Now available.
#2
05/08/2009 (10:05 pm)
hopefully the fix for beta 2 will include a default swimming animation?
#3
One can hope for that, but unfortunately the artist who did all the animations and work on Gideon is pretty busy at the moment so there's a strong possibility that you wont see a swimming animation in Beta 2 (I would have provided one for Beta 2, but Gideon uses a custom rig and was done in Maya and I haven't used that tool in years).
05/09/2009 (9:37 am)
@EdwardOne can hope for that, but unfortunately the artist who did all the animations and work on Gideon is pretty busy at the moment so there's a strong possibility that you wont see a swimming animation in Beta 2 (I would have provided one for Beta 2, but Gideon uses a custom rig and was done in Maya and I haven't used that tool in years).
#4
05/09/2009 (3:14 pm)
But if we have the motion pack that would be good enough animation for the use in Beta 2 correct?
#5
05/09/2009 (3:22 pm)
if you can find the guys that made the Motion Pack animations. I have the motion pack, but im not sure the T3d figure will work with the Torwue motion skeleton anyway. But it should be standard as a default. Its one thing to say that its working, its another to see it confirmed visually with a working model animation.
#6
05/09/2009 (3:29 pm)
I'm using a character I rigged in 3DS Max that works with the motion kit. So my characters running and jumping correctly. Just wondering if i get the beta 2 if there's another thing I'd have to change, I'm getting ready to add the change that James mentioned to get it working. For my next blog I want NPC's, swimming, Item store, city music and zoning shown off. I just hope that I can port all my code correctly so nothing breaks. ... >.< I just remembered I have to integrate the SQLLite source into T3D... This is going to be a fun weekend.
#7
05/09/2009 (3:30 pm)
I'm also going to attempt the Collada export for the character model and see if that works. Maybe I can get a better ground collision.
#8
With regards to creating something for the stock TGE Orc style rig, its pretty easily do-able, only issue being that you wouldnt be using Gideon in the samples at that point and its a pretty awesome model.
05/09/2009 (3:45 pm)
Gideon uses a completely new rig and setup to help animate his trenchcoat, so applying any sort of existing animations to it would be darned difficult.With regards to creating something for the stock TGE Orc style rig, its pretty easily do-able, only issue being that you wouldnt be using Gideon in the samples at that point and its a pretty awesome model.
#9
05/09/2009 (4:01 pm)
is that the same gideon that the docs *explicitly* say we *cannot* use?
#10
05/09/2009 (6:23 pm)
Quote:You are not allowed to distribute the art contained in this Beta.From my understanding, since it is in beta you cannot distribute the current form of the art files until Torque 3D is in a full release state or through an art pack of some kind or something to that nature.
This includes all DTS, DSQ, COLLADA, Source and Texture files.
This restriction includes but is not limited to the following
assetsand their accompanying files:
Gideon – Character Model
PhysX Demo Artwork
Upon full release of Torque 3D these assets will be available
for use either with the engine itself or through an additional purchase.
#11
05/09/2009 (6:26 pm)
I'm using my own textures for now minus terrain textures but i can replace those easy if need be.
Associate James Ford
Sickhead Games
1. At the top of player::updatemove, uncomment the line which is disabling swimming by always setting it false, instead it should look like, bool swimming = mWaterCoverage > 0.65f;
2. The default player density is 10, while that of WaterObject's is 1. Change either one or the other to be much closer together. For beta2 as of right now, I have changed the player density to 1.1 to get a decent result while swimming.