Help understanding foot trigger doc...
by Russell Fincher · in Torque 3D Beginner · 09/20/2010 (10:41 pm) · 8 replies
I'm trying to understand how to add foot triggers to the trigger track in Max, but I just can't make sense of how the keys are supposed to be arranged in the track view. From TDN:
"You can have up to 32 triggers (1-32) which are turned on by adding a keyframe with the appropriate trigger number as a value and turned off by adding another keyframe with negative value on the trigger number that you assigned on the first trigger keyframe."
The entire passage can be found here, with an illustration. Can anyone rephrase this so it makes a little more sense? I'm just trying to add foot triggers to a biped that does standard running and jumping.
"You can have up to 32 triggers (1-32) which are turned on by adding a keyframe with the appropriate trigger number as a value and turned off by adding another keyframe with negative value on the trigger number that you assigned on the first trigger keyframe."
The entire passage can be found here, with an illustration. Can anyone rephrase this so it makes a little more sense? I'm just trying to add foot triggers to a biped that does standard running and jumping.
About the author
Art Lead at Sickhead Games, focused on dev tools and prototyping, instructor/advisor at several Dallas colleges and universities, Associate Developer with GarageGames, champion of avant-garde game art at uncommonassembly.com.
#2
09/20/2010 (11:10 pm)
Ah, so each "trigger on" has to exist on its own whole number value in the track view. And the "trigger off" needs to be the same distance from zero as the "trigger on" value (1/-1, 2/-2, etc).
#3
09/21/2010 (1:09 am)
Correct.
#4
10/01/2010 (5:37 pm)
Jonathan (or anyone else), one more question. Previously, the trigger track showed up in the Track View in Max because the dts exporter put it there. But if we're moving away from using dts (and the dts exporters) and exporting to Collada, does that mean I add the trigger track manually?
#5
I still think the DTS/DSQ formats the ones to use....:) You convert the DAE to binary DTS/DSQ anyways, right? At release?
If there is no method to get a 'trigger track' with DAE export, it would seem the intent is to 'sweeten' the DAE via the Shape Editor?
At the risk at being a 'selfServing' vendor....DSQTweaker will open DTS/DSQ files and allow for this type of editing; directly opening and editing DSQ files...add triggers as you need!
...DAE format, m'eh!
10/01/2010 (6:31 pm)
Trigger 'off'...never had to use that. I only have to trigger 'on' my footprint/footpuff/footstep EFX....engine turns the EFX 'off'. By default, only triggers 1 and 2 are hard coded at present. Triggers beyond '2' will have to be written into Source.I still think the DTS/DSQ formats the ones to use....:) You convert the DAE to binary DTS/DSQ anyways, right? At release?
If there is no method to get a 'trigger track' with DAE export, it would seem the intent is to 'sweeten' the DAE via the Shape Editor?
At the risk at being a 'selfServing' vendor....DSQTweaker will open DTS/DSQ files and allow for this type of editing; directly opening and editing DSQ files...add triggers as you need!
...DAE format, m'eh!
#6
To answer your question: I don't know.
10/06/2010 (12:24 am)
I agree, I'm stickin' with DTS's. :)To answer your question: I don't know.
#7
I have tried to export Seq|| dummies with dae but their trigger data(and perhaps all other data) simply is ignored.
10/06/2010 (8:29 am)
add them in the T3D shape editor. I have tried to export Seq|| dummies with dae but their trigger data(and perhaps all other data) simply is ignored.
#8
I did some 'inspecting' of the new TSShapeConstructor functions for mesh adding and whatnot; very impressed with what I was able to accomplish. I basically stripped the mesh off of one figure and applied it to another figure which contained the same rig, but in different proportions. Submitted for your approval: Gideon and Kork swapping skins[geometry]!!! Imagine that?!? It's not imagination, did it a few months ago.
...but I digress. The point is to utilize the Shape Editor!
10/07/2010 (6:49 am)
To me, that's the 'flow'.... If you can't get something out of your Modeling package....finish it off with the Shape Editor[or private wrench from your own toolbox,;) ::cough::DSQTweaker].I did some 'inspecting' of the new TSShapeConstructor functions for mesh adding and whatnot; very impressed with what I was able to accomplish. I basically stripped the mesh off of one figure and applied it to another figure which contained the same rig, but in different proportions. Submitted for your approval: Gideon and Kork swapping skins[geometry]!!! Imagine that?!? It's not imagination, did it a few months ago.
...but I digress. The point is to utilize the Shape Editor!
Torque Owner Jonathan Noyola
Fisticuff Games
If you have triggers 1, 2, and 3, and you want to turn off trigger 2, then add a keyframe at -2.