Game Development Community

about sequence, DAE, blend ani

by Dimitris Matsouliadis · in Torque 3D Professional · 11/27/2013 (1:10 pm) · 3 replies

hi
create a model with 119 animations at once with name "blend"
was exported as ffmale00.dae
define the shape and animation in ffmale00.cs
example script:

singleton TSShapeConstructor(ffmale00DAE)
{
baseShape = "./ffmale00.dae";
loadLights = "0";
unit = "1.0";
upAxis = "DEFAULT";
lodType = "TrailingNumber";
matNamePrefix = "";
ignoreNodeScale = "0";
adjustCenter = "0";
adjustFloor = "0";
forceUpdateMaterials = "0";
};

function ffmale00DAE::onLoad(%this)
{
%this.setSequenceCyclic("ambient", "true");
%this.addSequence("ambient", "walk", "0", "9", "1", "0");
%this.addSequence("ambient", "run", "10", "15", "1", "0");
%this.addSequence("ambient", "Atk01_1HS", "16", "61", "1", "0");

... etc
};

all sequence in game working correctly...
by with this process has not functioned control commands like:
playThread()
setThreadTimeScale()
pauseThread()

working only setActionThread()

any idea?

#1
11/28/2013 (3:11 am)
first take all your code and put it into [code*]code goes here[/code*]

Just remove the star.

Then please show us how you use:
playThread()
setThreadTimeScale()
pauseThread()
#2
11/28/2013 (5:12 am)
Thanks for your reply darf, maybe I was not clean in question.
playThread()
setThreadTimeScale()
pauseThread()
commands working correctly...
soldier.dae working correctly too.
I believe there is a problem in the demarcation of sequence of .cs file
Well...
soldier.dae in demo use in /anis folder the sequence .dae with .cs and cashed.dts file, for the creation and updating of all sequence. This working correctly in my game, with all commands.
I use direct creation of sequence only in Xplayer.cs without use of /anis creation, as mentioned above. My character use 1 blend animation (in true is 119 animation at once).
Receives no any error in the game after use this commands, but does not make and any animation too.

Thanks for your time :)


#3
11/29/2013 (4:43 pm)
I did separation of blend animation to sigle animations and commands working good. I can make my job without problems now.
But the question remains...