How to add Ground Transform to a model's death animation on Blender.
by Marcus Vinícius Pires · in Artist Corner · 10/25/2010 (4:36 pm) · 3 replies
Hello. I'm having a problem with the death animations of a model created on Blender. When the player dies, the engine crash (I've created a thread here: http://www.torquepowered.com/community/forums/viewthread/121805 - and since i'm still having problems, I've decided to post here too with some update). I've been told to add ground transform to it, but when I increase the Ground Frame to 1 (according to this: http://jsgreenawalt.com/Blender-DTS-Exporter/documentation/dts-animations/node-animations/ground-frames.html ), it still crashes in-game.
Can someone reply with some guide to do this correctly? Thanks in advance!
Can someone reply with some guide to do this correctly? Thanks in advance!
#2
10/25/2010 (7:42 pm)
Thanks for the tip, Ivan. The problem is that I'm using the old Torque Game Engine demo 1.5.2 and I can't have the source code. Also, I've tried to use the new Torque 3D demo and the problem was there too.
#3
Make sure you have EVERY node/bone accounted for with an animation key in your death animation, aswell as the Ground Frame set to 1. Have export and dsq checked in the exporter.
10/25/2010 (7:48 pm)
@MarcusMake sure you have EVERY node/bone accounted for with an animation key in your death animation, aswell as the Ground Frame set to 1. Have export and dsq checked in the exporter.
Torque Owner Ivan Mandzhukov
Liman3D
In your case.. the death is controlled via something like(I don't remember exactly what it was) max admissible damage. When the player reaches that max admissible damage the death starts (calling animations and other stuff). The damage is applied in the player's damage method - look at the script files. Of course the best way is to debug in visual studio to find out where exactly the engine crashes.