Game Development Community

Animated DTS shape

by LeroyIsbell · in Torque 3D Professional · 07/19/2011 (9:26 am) · 7 replies

Hello,
Where can i find more information about controlling a DTS animated shape with scripting or code if needed.
I have looked all over the website and can only find basic examples. There can i find the instructions set for all torque 3d commands in scripting or code with examples how to use them.


I would like to create a hover car for the player to get in at some point.

Thank you All,
Leroy

#1
07/21/2011 (3:43 pm)
Well,
I guess this is a tuff one.
Leroy
#2
07/21/2011 (3:59 pm)
not tough, your post is simply obscure. There are many types of animations and there are many ways to call them. You should better explain what you're trying to achieve as we can't read minds really and we can't spend hours explaining every detail of T3D animation capability so you can learn quick and free. The book GPGT would be a good start to get you involved in animations for Torque tech if you're not into searching this site for a few days.

- Don't take offense to this post, but give us some more credit and we'll do the same for you.

The script manual would be a good place for you to look;
docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Torque%2...

Documentation: www.garagegames.com/documentation

Look at the script manual, look at the code, look for examples if there are any in the resource section. ..but never expect anything on a silver platter, it's not that kind of place.
#3
07/21/2011 (4:08 pm)
Controlling, as in steering? Or as in toggling differing animations depending on action, or key pressed?
#4
07/22/2011 (10:49 am)
I think he is talking about calling an animation that he has inside a dts shape from script?
#5
07/25/2011 (10:24 pm)
Wow, Great responses guys. First I am 3d animator first and programmer second. Programming is mainly for fun. If have not explained myself better is from lack of experience with programming.


Currently I have a better understand using dae exporter from maya 2009. Learning about the shape editor helped allot.

Basic example Hover car,

turn right, 1 to 5
turn left, 6 to 10
fly up, 11 to 14

Now I just need to learn more about bring that into the game.
Still I am trying to make the connection from using tge 1.4.0 in 2004 to torque 3d.

At this point looks like GPGT is 1.5.0 scripting converts to torque 3d.
Yes Michael Hall, controlling as in steering after the player mounts. Both the documentation online and tutorials lack any examples I know of to help me out with this.


Lastly, creating this has been like a dream to me over the years when I had some free time to learn it. I am not afraid of hard work to learn something anytime. However my experience with torques 3d documentation is obscure in my opinion and has been from 2004 when I started with TGE.

I need a mentor anyone up for the task.
Thank you,
Leroy
#6
07/29/2011 (11:07 pm)
Well looks like no takers on the mentor. Maybe i will have to wait for garagegames to come out with more examples of there code. Thanks for tyring anyway guys.

Leroy
#7
07/30/2011 (10:59 am)
What you are asking is not all that complicated. A hover vehicle will need a datablock (properties for the vehicle), and will use the same movement related keybinds that have already been defined for you within default.bind.cs. These "movement triggers" are used by whatever the control object is.

I never bother with the documentation so do not keep up with it lacks, but there are plenty of examples of the various vehicle types (wheeled, flying, and hover) to be found within the Resources and also possibly on TDN. Although technically out of date, these examples are still relevant for Torque 3D.