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Questions about head/headside animation and mount points

by Isidoros · in Artist Corner · 07/20/2009 (9:07 am) · 2 replies

The head and headside animation moves the head of the character up/down and left/right. I have created a joint for the neck mesh and a different joint for the head mesh. Here is my question: Can I move/rotate the two above joints to move character's head or do I have to use only the "head" node?

I have checked the pdf "DTS_Nodes" and there is not node with name "head". So it comes an other question: If there is not a specific node for the head how does the engine "understand" which part of the character to move/rotate during the head or headside animation? If the hand at the same frame rotates , will the move be included in the head/headside animation?

Finally are mount points part of the skeleton? I work with milkShape so I dont know if a mount point needs to have a parent node.

Thanks for your time.

#1
07/20/2009 (10:25 am)
The 'magik' is in the sequence 'name', and the type of sequence; not the nodes controlled[lest they conflict with other sequences].

'Normally'...these animations are BLEND type sequences, and they are named 'internally' "head" and "headside". Nodes used, make no difference.

If the hand is rotated during the internally named "head" sequence, yes, it will move ingame; if it's keyframe data is exported. You have the option to have nodes NOT ANIMATED during any single DSQ sequence, during the export process.

Milkshape3D is difficult to deal with it's Joint system and adding/editing nodes in a hierarchy.

No, mounts nodes don't 'need' a Parent, but it sure makes it easier when animating!!! Otherwise, you need to animate this single Node for every sequence you need it in...eeeewwwwww. ?? Why make things difficult for yourself.

Good modeling!
#2
07/20/2009 (2:38 pm)
Thanks..that was what I was thinking about mount points!!