Error with dsq
by Jonas · in Torque 3D Professional · 04/18/2011 (3:07 pm) · 5 replies
Hi!
Im currently having major problems with .dsq files and i have no idea why.
I have tried to export the file with all the animations in the .dts file itself
and that works great, but when i try to use .dsq with it some of the nodes
spaze out and it refuses to work one way or the other.
My question to this is: can i use 1 .dts file without .dsq files and still get
smooth animation(on a fps character in a multiplayer setting) or do i have to keep
trying the .dsq way?(i have basically exhausted all the general error finding options and beyond)
my worry is that i cant use .cfg files to properly leave out some parts in some
animations(like gideon) like running and reloading and such.
The fear is not really that it doesent work i know it does in terms of *is this possible*
but the fear is of severly diminished product that wont really do it in terms of quality in the setting i wanna
use it in(as clarified higher up its in a first person shooter enviroment).
Any solution is appreciated.
Best regards
Jonas
Im currently having major problems with .dsq files and i have no idea why.
I have tried to export the file with all the animations in the .dts file itself
and that works great, but when i try to use .dsq with it some of the nodes
spaze out and it refuses to work one way or the other.
My question to this is: can i use 1 .dts file without .dsq files and still get
smooth animation(on a fps character in a multiplayer setting) or do i have to keep
trying the .dsq way?(i have basically exhausted all the general error finding options and beyond)
my worry is that i cant use .cfg files to properly leave out some parts in some
animations(like gideon) like running and reloading and such.
The fear is not really that it doesent work i know it does in terms of *is this possible*
but the fear is of severly diminished product that wont really do it in terms of quality in the setting i wanna
use it in(as clarified higher up its in a first person shooter enviroment).
Any solution is appreciated.
Best regards
Jonas
About the author
Freelance 3D artist at day scripter/coder on Enduring Life at night. Lover of all things TorqueScript.
#2
Certainly you can 'preload' the animations into the exported DTS file.
DSQ files are good for sharing animation data between multiple figures using the same skeleton; to keep from animating several different rigs...
First look at your actual development 'needs', then decide the approach!
DSQ files have nothing to do with 'smooth' animations or FPS 'animations'; it's a data storage format specifically for the Torque3D engine, nothing more....
Reading your 'DMP' file upon export is the first line of checking on node exporting or not....you simply cannot have nodes in a DSQ file that are not in the DTS file, period. If you're animating a rig, of custom construction, and expecting 'Gideon' or a stock figure to 'load' them correctly and not 'spaze' out...don't; unless your animation rig is the same as Gideon.
04/19/2011 (8:13 am)
You don't explain what modeling program you're using, so it's difficult to help out with any exporting/CFG issues.Certainly you can 'preload' the animations into the exported DTS file.
DSQ files are good for sharing animation data between multiple figures using the same skeleton; to keep from animating several different rigs...
First look at your actual development 'needs', then decide the approach!
DSQ files have nothing to do with 'smooth' animations or FPS 'animations'; it's a data storage format specifically for the Torque3D engine, nothing more....
Reading your 'DMP' file upon export is the first line of checking on node exporting or not....you simply cannot have nodes in a DSQ file that are not in the DTS file, period. If you're animating a rig, of custom construction, and expecting 'Gideon' or a stock figure to 'load' them correctly and not 'spaze' out...don't; unless your animation rig is the same as Gideon.
#3
im sorry for being unclear in the heat of it all i forgot to include that information i guess.
Thanks for clarifying the point of DSQ files my dilema was solved right there.
if i may ask a follow up question:
In the 'Gideon' source files there is a different .cfg file for each animation and this is 100% clear to me why, but one thing that eludes me
is the 'noupper' cfg file what does it in general terms do? what function does it carry out?
Cheers!
Jonas
04/19/2011 (8:22 am)
Thanks for the reply Rex!im sorry for being unclear in the heat of it all i forgot to include that information i guess.
Thanks for clarifying the point of DSQ files my dilema was solved right there.
if i may ask a follow up question:
In the 'Gideon' source files there is a different .cfg file for each animation and this is 100% clear to me why, but one thing that eludes me
is the 'noupper' cfg file what does it in general terms do? what function does it carry out?
Cheers!
Jonas
#4
04/19/2011 (9:03 am)
It would seem those CFG files are for isolating the upper and lower body nodes, makes for easier time with blends; keeps conflicts in rotating nodes to a minimum. That is my best guess as to it's purpose...as there was never really an explanation given or documented with the assets.
#5
If they use the 'NoUpper.cfg' to "isolate" the upper and lower nodes how do they use blend etc, ill draw up a example:
if a player stand still and press reload the game is aked to "play the reload animation" and sufficient delay until you can shoot again. However if one is using the reload key while running the game is asked to play the reload animation and i imagine the engine blends the two sequences run/reload or am i wrong here?
If that is the case should one animate one sequence to only have the legs moving and the upper body standing still and have a second sequence blended into use the upper body?
And while on the subject how would blend react if there was no cfg present?
I'm sorry if my questions are a bit in the "shallow end of the pool"
currently trying to grasp the animation system contained within torque3D.
Best regards
Jonas
04/20/2011 (12:39 am)
If they use the 'NoUpper.cfg' to "isolate" the upper and lower nodes how do they use blend etc, ill draw up a example:
if a player stand still and press reload the game is aked to "play the reload animation" and sufficient delay until you can shoot again. However if one is using the reload key while running the game is asked to play the reload animation and i imagine the engine blends the two sequences run/reload or am i wrong here?
If that is the case should one animate one sequence to only have the legs moving and the upper body standing still and have a second sequence blended into use the upper body?
And while on the subject how would blend react if there was no cfg present?
I'm sorry if my questions are a bit in the "shallow end of the pool"
currently trying to grasp the animation system contained within torque3D.
Best regards
Jonas
Torque Owner Jonas
Posted this right before i website crash/down time, and i think it had the effect of not showing in the forum list.
Best regards
Jonas