LW player animation ?
by Michael Cozzolino · in Torque Game Engine · 08/14/2003 (12:47 pm) · 2 replies
I am using a educational version of LW 7.0
Basically i'm trying the LW .dts exporter out before I decide to go for the full commercial version of LW. I really wanted to get down the basics of animating my player model.
I'm using version 17-05-02 of the exporter.
My problem.
Segmented model:
Head
Body
leftbicep
leftforearm
lefthand
leftthigh
leftshin
leftfoot
rightbicep
rightforearm
righthand
rightthigh
rightshin
rightfoot
Parent
BaseNull --> Body
Body --> Head
Body --> leftbicep --> leftforearm --> lefthand
Body --> rightbicep --> rightforearm --> righthand
Body --> leftthigh --> leftshin --> leftfoot
Body --> rightthigh --> rightshin --> rightfoot
--------------------------------------------------------------
BaseNull
Mount0
SequenceNull
eye
cam
The setup "I think" is exactly like the TinMan example provided with the LW exporter doc's.
When I rotate the thighs for my run animations everything is ok other than the player runs stiff like a robot.
If I then bend the shins and/or feet to give some flexibility to the players run animation the shins and legs get detatched and are about an inch & 1/2 behind the player during the run animation.
home.nycap.rr.com/gruntsmod/LW_animation.jpg
Note **** This does not happen when I run the animation thru LW.
**** Also when adding similar animations to the TinMan example things work as they should.
So I guess my question is what am I doing wrong?
Basically i'm trying the LW .dts exporter out before I decide to go for the full commercial version of LW. I really wanted to get down the basics of animating my player model.
I'm using version 17-05-02 of the exporter.
My problem.
Segmented model:
Head
Body
leftbicep
leftforearm
lefthand
leftthigh
leftshin
leftfoot
rightbicep
rightforearm
righthand
rightthigh
rightshin
rightfoot
Parent
BaseNull --> Body
Body --> Head
Body --> leftbicep --> leftforearm --> lefthand
Body --> rightbicep --> rightforearm --> righthand
Body --> leftthigh --> leftshin --> leftfoot
Body --> rightthigh --> rightshin --> rightfoot
--------------------------------------------------------------
BaseNull
Mount0
SequenceNull
eye
cam
The setup "I think" is exactly like the TinMan example provided with the LW exporter doc's.
When I rotate the thighs for my run animations everything is ok other than the player runs stiff like a robot.
If I then bend the shins and/or feet to give some flexibility to the players run animation the shins and legs get detatched and are about an inch & 1/2 behind the player during the run animation.
home.nycap.rr.com/gruntsmod/LW_animation.jpg
Note **** This does not happen when I run the animation thru LW.
**** Also when adding similar animations to the TinMan example things work as they should.
So I guess my question is what am I doing wrong?
About the author
Indie Developer in the Albany NY area. iOS, PC, Mac OSX development. http://itunes.apple.com/us/artist/michael-cozzolino/id367780489
#2
Wish me luck!!!
08/18/2003 (1:29 pm)
I think I may have found the issue. I have to go to work now so I won't get to play around with it until probably morning. Wish me luck!!!
Torque 3D Owner Michael Cozzolino
Big Monk Games
Sorry for the bump. This is driving me crazy.