vehicle animation sequence names ?
by james burch · in Torque Game Engine · 09/11/2014 (9:48 pm) · 6 replies
hello all ,
can someone direct me to where I can find the names for the vehicle animations names .
I couldnt find them in the online engine reference at TDN . Thank You .
can someone direct me to where I can find the names for the vehicle animations names .
I couldnt find them in the online engine reference at TDN . Thank You .
About the author
Bare-Bones beginner , 49 yrs old , sooo im setting my sights on becoming an accomplished hobbyist with the patient cooperatin of the kindly knowledge folks . and THANK YOU :)
#2
If you have the starter.racing sample, check server/scripts/car.cs - it doesn't look like there are any associated animations. All I see is an onAdd() method that attaches the wheels and sets up steering and drive power.
09/12/2014 (8:40 am)
Don't know if those harken back to the TGE days, Az....If you have the starter.racing sample, check server/scripts/car.cs - it doesn't look like there are any associated animations. All I see is an onAdd() method that attaches the wheels and sets up steering and drive power.
#3
09/12/2014 (9:21 am)
Dunno about the brakelight, but I do recall steering, spring and hub from at least as far back as tse, for what that's worth... Anyone with a really old codebase want to confirm?
#4
09/12/2014 (1:00 pm)
That's what I looked up - TGE 1.5.2 just adds wheels and tells the car which wheels steer and which provide power. No animation definitions anywhere, unless they're embedded in the dts and handled engine-side using default names.
#5
I just click the link and go straight to the line amidst 1600 lines?!
AY YAH! every time I ask I just get even dummer about this stuff :)
Well , Gentlemen , thank you so much for you help . I am precisely asking about those default names .
That certainly helps , I see that you are referencing wheeled vehicle cpp which utilizes among others the wheeledVehicle H . AHH! very clever !
I had tried things like left , right , side , sorta embarrassing that I didnt think of steering . lol
the DTS vehicle in the in the 1.2 demo doesnt have any animations that I could see .
Thanks so much , kind gentlemen .
of course this creates a plethora of new questions about correlation between animations , input and states , sry :) but THANX!
09/13/2014 (6:29 pm)
?? What ?? I just click the link and go straight to the line amidst 1600 lines?!
AY YAH! every time I ask I just get even dummer about this stuff :)
Well , Gentlemen , thank you so much for you help . I am precisely asking about those default names .
That certainly helps , I see that you are referencing wheeled vehicle cpp which utilizes among others the wheeledVehicle H . AHH! very clever !
I had tried things like left , right , side , sorta embarrassing that I didnt think of steering . lol
the DTS vehicle in the in the 1.2 demo doesnt have any animations that I could see .
Thanks so much , kind gentlemen .
of course this creates a plethora of new questions about correlation between animations , input and states , sry :) but THANX!
#6
first thanks again for your help .
steering , steer , turn , turning , side nothing worked . but as I said I just had a thought . I havent named my armature bones anything special , just steeringArm or something like that . Could it be that there is a special name for the animated bone in this case .
I suppose it is available for v112 , yes ? and not , as in the case of the turret mounting , only available in a later version .
I havent seen any example of this being done . Thank You again .
P.S.
I want to better express what i am doing , my steering is 2 levers as a bulldozer , i am using 2 disconnected bones for the armature and animating both bones for left and right turns as you can imagine a bulldozer turning using levers . Thank You . yet again :)
09/30/2014 (6:45 pm)
hello again , if youre still here , I decided to to add to this post just as a new idea crossed my crown but Ill put it here anyway .first thanks again for your help .
steering , steer , turn , turning , side nothing worked . but as I said I just had a thought . I havent named my armature bones anything special , just steeringArm or something like that . Could it be that there is a special name for the animated bone in this case .
I suppose it is available for v112 , yes ? and not , as in the case of the turret mounting , only available in a later version .
I havent seen any example of this being done . Thank You again .
P.S.
I want to better express what i am doing , my steering is 2 levers as a bulldozer , i am using 2 disconnected bones for the armature and animating both bones for left and right turns as you can imagine a bulldozer turning using levers . Thank You . yet again :)
Azaezel