Game Development Community

Animations

by none · in Torque Game Engine · 01/16/2010 (12:48 am) · 8 replies

Hi! I'm sorry for my recent flood of questions, working on my first player model, so lots of questions follow that. I know how to animate and add bones in Milkshape. I also know how to correctly export animations. What my question is: How can I have an animation that only applies to the arms (or other part of the body) for example. I want to have a pose for when holding a rifle, and another pose for when holding a pistol. How would I do this?

#1
01/16/2010 (2:44 am)
SetArmThread is probably your baby - but I'm not sure exactly how you'd go about setting that up in Milkshape.
#2
01/16/2010 (11:47 am)
Something like this..??

Also, research up on the .CFG file and use the Never Animate list to further get your sequences only exporting data for the nodes you want/need...!

Also, I remember[not sure if it's still functional] the ShapeBaseImage datablock getting an 'armThread =' assignment, naming the sequence for the intended weapon[pistol in my example].
armThread = lookpk;  //Arm Pose associated with this particular weapon
#3
01/16/2010 (1:12 pm)
Ok, thanks guys, I'll check these out and let you know how they work!
#4
01/16/2010 (8:34 pm)
Ok, I'm sorry, I'm a complete newb to scripting haha, the art creation is more of my thing. Where do I put this line of code? Additionally while animating, say for a walk animation, do i just animate legs and put on operate on selected joints only? Also, is lookpk your animation name?
#5
01/17/2010 (6:20 am)
The 'armThread' assignment is in the weapon's datablock.

You can animate, as you would normally, and use the .CFG file to only export Transform data on the nodes you want.

Take a look at the default KORK avatar's DSQ animations and what nodes are in each type of sequence.

If you look at the 'run' sequence; you'll see that the nodes from the neck outwards towards the arm ends are not in that animation. This helps with any 'look' type sequences which are run on top of the 'run' when looking UP/DOWN.

Yes, "lookpk" is the name I gave to my pistol holding 'look' pose; it is NOT a default naming convention.
#6
01/17/2010 (5:12 pm)
Ok, I think I understand it a bit better. Sorry that I'm such a noob at this part. Just to clarify, so for the run animation I noticed what you described about it. Just one question. In milkshape, say I'm animating my run animation. Do I want to have the operate on selected joints only for the legs?
#7
01/17/2010 (6:38 pm)
It shouldn't matter....just remember that when that option is checked, only the selected bone/node gets keyframe data.

It really all depends upon your codebase and how it's setup/intention; there is no ONE single answer that fits all situations.

Again; I would animate normally, then decide which nodes need the data in the DSQ and use the .CFG and Never Animate list when exporting.

The SDK DTS shape and it's accompanying DSQ's offer extremely good examples of how to export DSQ's for the supplied codebase.

I'll be honest and blunt; animating in Milkshape3D is arduous at best...frustrating at it's worst. I would animate outside the MS3D environment....and only use it to export with DTSplus!

Good luck!
#8
01/17/2010 (7:26 pm)
Ok, sounds good. Milkshape always has been a pain to animate with for me haha. Thanks for all of your help Rex!