Game Development Community

Prone animation trouble

by Adam Beer · in Torque 3D Beginner · 05/05/2014 (1:40 pm) · 6 replies

Hey everyone, quick question regarding getting prone working. I created a root prone animation for the default solder model but am having issues getting prone to work correctly. Ive setup the proper binds and the solder actually goes prone but is floating above the bounding box in game. Not sure if theres something I missed when creating/exporting but Im guessing this is an issue there. Any artists out there able to chime in here as to why the model is floating in the air while prone?

Here is a link to my Max 2011 file and the exported DAE for the animation. Im just using frame 0-1 in T3D.
Max File
DAE File

Thanks!

#1
05/05/2014 (3:22 pm)
Check the origin of your animations and model to make sure it is aligned with the feet. I imagine that the model's origin is below the character's feet. I believe Torque uses the origin to determine where the model is at any given time.
#2
05/05/2014 (3:23 pm)
I'm not at my computer but you could try Center model and Floor model in the collada loader when first bringing your model into the engine.
#3
05/05/2014 (4:24 pm)
Thanks for the replies guys. I tried moving the feet to be both below the Bip01 node and that didnt work. I also tried checking off the center model as well as floor model when importing the animation and that didnt work either. Im not exactly sure how to check the origin of the animation, but when I look at it in the shape editor it seems to be right on the ground.
#4
05/05/2014 (7:38 pm)
When I look at it in the shape editor he is floating off the ground. If I lower the Bip01 node he is in the correct height but then every other animation is low. I'm certainly no expert and wish I knew how to make this custom animations using the soldier. I can use Max(I have 2010) to create biped animations.

Do you animate with the soldier mesh in place then delete the mesh? If so are you adding the Bip01? If so, it shouldn't be added when skinning or maybe even exporting.

It is something to do with Bip01 but I'm too noob to know exactly what. :/
#5
05/05/2014 (8:08 pm)
I looked at just the DAE file when in the shape editor and the biped wasnt floating above the grid so I guess youre correct with the transform of the Bip01 node not being correct when the prone animation is enabled.

Im not an artist and dont know the ins and outs of character animation or modeling that well so Im not sure if I just didnt create the animation correctly or am missing a step.
#6
05/05/2014 (10:39 pm)
I wish I could be of more help. Could it be a size issue? Perhaps your exporting the animation too large or too small. I know that messes things up.