[Beta4] Shape Editor - Trigger Frame index
by Brett Williams · in Torque 3D Professional · 07/26/2009 (9:43 pm) · 4 replies
I believe there may be a problem with the frame number displayed in the trigger list.
My first thought was that it was displaying an absolute frame number while the other window was showing relative.
For example, open up Spacesuit player in the shape editor and select a default sequence such as "side", in 0 out 14 and trigger frames are 96 and 102. If you add a new trigger, it adds at the frame number that you are currently on, which would be in the bounds of 0 to 14.
I don't believe Spacesuit is using the DSQ, because Boombot and Forgesoldier both appear correct.
If this is indeed an absolute vs relative frame, either the relative frame needs to display for that sequence, or an absolute needs to be visible where the frame number is currently displayed.
My first thought was that it was displaying an absolute frame number while the other window was showing relative.
For example, open up Spacesuit player in the shape editor and select a default sequence such as "side", in 0 out 14 and trigger frames are 96 and 102. If you add a new trigger, it adds at the frame number that you are currently on, which would be in the bounds of 0 to 14.
I don't believe Spacesuit is using the DSQ, because Boombot and Forgesoldier both appear correct.
If this is indeed an absolute vs relative frame, either the relative frame needs to display for that sequence, or an absolute needs to be visible where the frame number is currently displayed.
#2
Thanks for the explanation Chris.
07/27/2009 (9:18 pm)
After I realized it was happening with the Spacesuit I began to assume it was something with that model.Thanks for the explanation Chris.
#3
09/09/2009 (12:33 pm)
what exactly are those triggers supposed to do? I see them defined for the boombot and other characters as well.
#4
09/09/2009 (12:44 pm)
they tell when to lay footprints and footstep sounds
Associate Chris Robertson
This seems to be an issue with the spacesuit model rather than the Shape Editor. DTS triggers store 2 things: the trigger state (combination of trigger index and on/off value) and a floating point value indicating the position (from 0 to 1.0) of this trigger in the sequence.
The Spacesuit.dts file contains triggers with positions > 1.0, which as far as I can tell are completely invalid and mean the triggers will never fire.
If you look at any of the other player models (ForgeSoldier, Kork, BoomBot), their triggers are within the sequence range (0-N) as you would expect. You could always use the Shape Editor to fix up the Spacesuit triggers!
Incidentally, there is no such thing as 'relative' frame numbers in 3space. There is no 'global' animation timeline like you would expect in a 3d modeling app => sequences are unrelated blocks of keyframe data. So all sequences start at frame 0, and all frame numbers are absolute.
The 'in' and 'out' values shown in the Shape Editor are a bit of behind-the-scenes fakery to make 3space easier to work with.