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Getting new player animations to move

by Darran Lane McCabe · in Torque 3D Beginner · 02/09/2014 (1:20 pm) · 4 replies

Hi, I have loaded a root and walk animation into the sequence part of the shape editor. The animation was exported from Daz studio 3d as a Collada animation. I wish to know how to get the animation to go from idle to walking state when pressing the W key. This has stumped me now for months.

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  • #1
    02/09/2014 (7:05 pm)
    If the sequences are named correctly, the engine should handle that by itself. The links in this thread should help get everything working.
    #2
    02/09/2014 (7:51 pm)
    Hello,

    If you have a character with root and walk animations, and you load it into your game level, it is going probably to play the root animation, or it will be stopped at all, even if you press the W key or whatever another key.

    In order to move your character in the game level, you will need to create a data block, derived from DefaultPlayerData. After that, you might replace the data block of the stock soldier for that data block you have just created.

    If everything is correct with your character, hopefully you will may see it if changing the player camera from first-person to the third person. Now pressing the W key your new character will play the walk animation forward and when stopped it will play the root animation. Do not forget that stock soldier character does not have any walk animation, only run animation. Therefore, you should rename your animation named walk to run using the Shape Editor.

    It is not seldom that the third-person camera shows only the legs or hip of your character, due to lack of a node with a camera ( cam) on your character.

    In fact, a detailed clarification on how to make the general procedure poorly explained in this post, demand an entire tutorial in order that you may get a better knowledge on the stuff above, in especial if you are new to Torque 3D.

    I hope this information might help you in some manner.

    Cheers.
    #3
    02/10/2014 (12:49 am)
    Oh. okay. Does the datablock need to be the one I create for my character?
    #4
    02/10/2014 (11:40 pm)
    @Darran McCabe,

    I'm sorry, but I do not know what type of data block you have created for your character. However, the data block for it, needs to have the format below, at least:

    datablock PlayerData(myDatablockNameData : DefaultPlayerData)
    {
    shapefile = "art / shapes / actors / myModelFolder / myCharacter.dts"; / / or dae.

    //Below you might list other properties of your 3D model, such as scale, maxForwardSpeed, boundingBox and so on.


    };

    I hope this help.

    Greetings,