activating animations
by Anthony Rosenbaum · in Torque Game Engine · 08/26/2001 (4:24 pm) · 7 replies
I was wondering now that I have a better grasp on the max exporter how will one activate certain animation sequences within the game. I have a jet which wings go forward and back, how would I call the dummy objects to move the wings, I'm mainly interested in the console command I will deal with gui later
Tanks
Anthony
Tanks
Anthony
About the author
#2
These functions:
bool playThread(thread,);
bool setThreadDir(thread,bool);
bool stopThread(thread);
bool pauseThread(thread);
Are used to control non-player models, such as flags, vehicles, turrets and so forth.
And this function:
setActionThread
is used for Player Animations such as deaths, mounting vehicles, and so forth.
Am I correct on this?
Thanks for the info.
08/29/2001 (11:26 am)
Let me get this straight, because I'm confused now :)These functions:
bool playThread(thread,
bool setThreadDir(thread,bool);
bool stopThread(thread);
bool pauseThread(thread);
Are used to control non-player models, such as flags, vehicles, turrets and so forth.
And this function:
setActionThread
is used for Player Animations such as deaths, mounting vehicles, and so forth.
Am I correct on this?
Thanks for the info.
#3
You can run both ShapeBase threads and the player actionThread at the same time, but because only one sequence at time can control any individual bone (unless the animation is blended), you couldn't run a full body animation using the ShapeBase thread interface, which is why all the full body animations go through the actionThread.
08/29/2001 (3:09 pm)
The play/stop thread animations will work on any ShapeBase class, including the player. The player also provides it's own "action" animation thread tied to the player's motion and input controls, as well as an armThread for arm positions. The action thread is normally used to control the player's body position, and internally the player code will use this thread to play run, jump, falling sequences, etc. You can also override this thread from the scripting language and play death, taunts sequences, etc. You can run both ShapeBase threads and the player actionThread at the same time, but because only one sequence at time can control any individual bone (unless the animation is blended), you couldn't run a full body animation using the ShapeBase thread interface, which is why all the full body animations go through the actionThread.
#4
12/20/2005 (3:25 am)
How can I call playThread(thread, sequence ), function in a script. Some times it works fine and some times it wont work, why?
#5
10/06/2006 (4:01 pm)
I find it funny that the consolemethods for playThread are still broken after so much time.
#6
10/07/2006 (2:36 pm)
After 5 hours, I found that unpackUpdate () was the offender. Works now.
Torque Owner Tim Gift
bool playThread(thread,<sequence>); bool setThreadDir(thread,bool); bool stopThread(thread); bool pauseThread(thread);The thread argument is 0-3, sequence is the sequence name, so:to open the wing. If the animation is non-cyclic, it will stop automatically at the end.
to close the wing (I think true is run the animation forward, and false is backwards).