Does TGEA support texture animation
by Chan Chi Kit · in Torque Game Engine Advanced · 08/20/2007 (9:01 am) · 12 replies
How can I play texture animation for my DTS in TGEA?
When I export my model to DTS and select "Texture Animation", then I type the script "object.playthread(Sequence)" in TGEA, it doesn't play the sequence in TGEA. The sequence works fine in TGE.
Did I miss anyting in materials.cs?
Does TGEA support texture animation?
Although there are some examples of Texture UV animation in the Demo, those effects are not my needs.
Thanks !
When I export my model to DTS and select "Texture Animation", then I type the script "object.playthread(Sequence)" in TGEA, it doesn't play the sequence in TGEA. The sequence works fine in TGE.
Did I miss anyting in materials.cs?
Does TGEA support texture animation?
Although there are some examples of Texture UV animation in the Demo, those effects are not my needs.
Thanks !
#2
That is, if the 1st DTS plays the last frame of IFL animation, the 2nd DTS also plays the last frame.
Can I have 2 same DTS with IFL animation and play different frame in TGEA?
Thanks ~
08/21/2007 (8:15 am)
If I placed 2 same DTS with IFL animation into the scene of TGEA, all of them play the same frame of animation sequence. That is, if the 1st DTS plays the last frame of IFL animation, the 2nd DTS also plays the last frame.
Can I have 2 same DTS with IFL animation and play different frame in TGEA?
Thanks ~
#3
08/21/2007 (8:17 am)
I do not believe so because you are instancing the DTS rather than having a separate DTS. Each instance points back to the original model in memory and the framing of the IFL.
#4
or are they to seperate IFLs But both DTS are showing the same one and synced?
If they are both the same IFL on 2 seperate objects. Try this make a second copy of the IFL images and rename them. I don't know if there is and offset for the start frame you can do in script. if not use a video program and chop some of the beggining and place it on the end and re-export as an image sequence.
08/22/2007 (5:29 am)
I'm confused, are you wanting to alter the timing? say DTS is on frame 5 and DTS is on frame 26 or whatever? Are you complaining about them being in sync?or are they to seperate IFLs But both DTS are showing the same one and synced?
If they are both the same IFL on 2 seperate objects. Try this make a second copy of the IFL images and rename them. I don't know if there is and offset for the start frame you can do in script. if not use a video program and chop some of the beggining and place it on the end and re-export as an image sequence.
#5
Thanks for your reply.
Actually, my problem is, if there are 2 players in my game and each of them use same magic (magic DTS exported with IFL) at different time, the two magic played IFL frames in sync.
I want the two magic play IFL from starting frame, not in sync.
Thanks.
08/23/2007 (4:08 am)
Hi David and James,Thanks for your reply.
Actually, my problem is, if there are 2 players in my game and each of them use same magic (magic DTS exported with IFL) at different time, the two magic played IFL frames in sync.
I want the two magic play IFL from starting frame, not in sync.
Thanks.
#6
so what youa re saying is if one starts and then half way throu it cycle the othe rplayer starts one the the first one restarts and plays in sync with the second one?
08/23/2007 (6:45 am)
Hmmso what youa re saying is if one starts and then half way throu it cycle the othe rplayer starts one the the first one restarts and plays in sync with the second one?
#7
mShapeInstance->cloneMaterialList();
Thank you !
08/24/2007 (1:22 am)
I found the problem, just add this code could be fine:mShapeInstance->cloneMaterialList();
Thank you !
#8
08/24/2007 (5:57 am)
Add it where? Could share an example of what youa re doing with it so the rest of us do not have this issue?
#9
08/24/2007 (4:53 pm)
This fix sounds like all instances of an object actually share the same instance of the material right now ...
#10
08/27/2007 (7:53 am)
I almost guarantee you that is what's happening. Torque's whole resource/instance system is kind of built off of that system. Since all instances of a Shape that use the same file point back to the same DTS resource, it makes sense that the texture info would be shared as well.
#11
But surely not for variable information on a material :)
08/27/2007 (10:25 am)
Yeah it makes sense for the texture info.But surely not for variable information on a material :)
#12
08/27/2007 (10:28 am)
True, but I think the GG just never tried having 2 objects using the same texture + animation in 1 scene. I could easily see how this got missed.
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