Preventing node transform (animation interpolation?) on specific animations
by 000 · in Torque 3D Professional · 02/23/2013 (10:48 pm) · 1 replies
Hey Gals and Guys,
I have a single frame animation of my character with an outstretched arm. When called the engine creates an animation showing the arm raising from the side to outstretched (either via node transforms or some other method) from the previous animation (arms down at the side) to the single frame animation (outstretched arm). I have no specifically scripted animation blending going on.
Normally this would be fine and I want it to remain for the other animations but for this specific one I'd like to prevent this and have it so it snaps to the frame instead.
Any suggestions would be great.
I have a single frame animation of my character with an outstretched arm. When called the engine creates an animation showing the arm raising from the side to outstretched (either via node transforms or some other method) from the previous animation (arms down at the side) to the single frame animation (outstretched arm). I have no specifically scripted animation blending going on.
Normally this would be fine and I want it to remain for the other animations but for this specific one I'd like to prevent this and have it so it snaps to the frame instead.
Any suggestions would be great.
Torque Owner Demolishun
DemolishunConsulting Rocks!
This is all I could find:
DefineEngineMethod( GuiShapeEdPreview, setThreadSequence, void, ( const char* name, F32 duration, F32 pos, bool play ), ( 0, 0, false ), "Sets the sequence to play for the active thread.\n\n" "@param name name of the sequence to play\n" "@param duration transition duration (0 for no transition)\n" "@param pos position in the new sequence to transition to\n" "@param play if true, the new sequence will play during the transition\n" ) { object->setActiveThreadSequence( name, duration, pos, play ); }This is what the editor uses to adjust this for previewing.So unless there is a parameter somewhere then it defaults to "something". So maybe a short term fix would be to change the thread in script using this function based upon some event like a keypress or something. I would think that this feature would have been part of addSequence.