setArmThread() problems
by Brad Wilson · in Artist Corner · 02/08/2003 (8:31 am) · 4 replies
I am having problems getting my arm threads to play correctly. Here is what I have tried.
1.) Created run animation. This was a whole body animation but i just exported the lower body nodes as my run sequence.
2.) Copied the above max file to another directory, changed my config file to export upper body nodes. Exported this as my NoWeapon sequence.
3.) Copied the max file once again to a different directory, changed the upper body animation to show the right arm extended ( holding a pistol ) while the left arm was left to do it's normal swinging while running. Exported this ( same config as the NoWeapon sequence ) as my Weapon sequence.
During export of numbers 2 and 3 if i do not set the animation to blend, my player shows up rotating 90 degrees in the show tool. If set it to blend then it blends the arm movements with the root position pose which is undesirable.
What is the correct way to set up arm animations with run animations in order to show the player running normally w/o a weapon or with a weapon?
1.) Created run animation. This was a whole body animation but i just exported the lower body nodes as my run sequence.
2.) Copied the above max file to another directory, changed my config file to export upper body nodes. Exported this as my NoWeapon sequence.
3.) Copied the max file once again to a different directory, changed the upper body animation to show the right arm extended ( holding a pistol ) while the left arm was left to do it's normal swinging while running. Exported this ( same config as the NoWeapon sequence ) as my Weapon sequence.
During export of numbers 2 and 3 if i do not set the animation to blend, my player shows up rotating 90 degrees in the show tool. If set it to blend then it blends the arm movements with the root position pose which is undesirable.
What is the correct way to set up arm animations with run animations in order to show the player running normally w/o a weapon or with a weapon?
About the author
#2
Can i even pull off what i am trying? To have the characters arms moving while running using different arm thread anmations?
Thanks for the response.
02/09/2003 (5:22 am)
So they are basically set up the same way as look animations? Can i even pull off what i am trying? To have the characters arms moving while running using different arm thread anmations?
Thanks for the response.
#3
I just ran the game again and can see what you mean. I went to the look up and down positions and do indeed see the first and last frames of my animation.
In light of this, do I need to go a different route to perform different arm animations such as setActionThread()?
Thanks.
02/09/2003 (5:38 am)
Oh, and do the arm thread animations have to be set to blend? I just ran the game again and can see what you mean. I went to the look up and down positions and do indeed see the first and last frames of my animation.
In light of this, do I need to go a different route to perform different arm animations such as setActionThread()?
Thanks.
#4
i figured out why -- the mArmAnimation.thread variable was NULL in player.cc ... apparently this is initialized when you have a look animation ONLY..... so you might be able to fix this by loading up a look somehow.
i fixed this by modding the C++ by adding this code:
right at the beginning of Player::setArmThread
i post this here to save anyone interested in armThreads the heinous debugging i had to get into.
disclaimer: i don't know much about torque but this seemed to work
01/04/2007 (4:11 pm)
My game was crashing whenever i called setArmThread(....) i figured out why -- the mArmAnimation.thread variable was NULL in player.cc ... apparently this is initialized when you have a look animation ONLY..... so you might be able to fix this by loading up a look somehow.
i fixed this by modding the C++ by adding this code:
if (!mArmAnimation.thread) mArmAnimation.thread = mShapeInstance->addThread();
right at the beginning of Player::setArmThread
i post this here to save anyone interested in armThreads the heinous debugging i had to get into.
disclaimer: i don't know much about torque but this seemed to work
Torque Owner Sam Guffey
Key frame 30 will be what you see looking straight ahead, 0 being the down look and 60 being the up look.
So set up the animation from looking down to center then to up.