Game Development Community

Animated bounding box

by Faraz Ahmed · in Torque Game Engine · 05/12/2008 (12:59 pm) · 1 replies

Hello,

I had a question on animation export. I have animations in my game which significantly move the player outside his bounding box (like a player diving to his right to stop a ball for example); I've linked the bounds to the bip01 node of my player such that the bounding box animates with the moving player. I see the bounding box animating correctly in Max (using Max8).

However, when I view the exported animation in ShowTool (and in-game), its as though the BIP is locked at (0,0) while the player performs his animation stuck in place. The player animates on the spot without moving (bip locked). I've checked and double checked the linkage of the bounds to the bip, and have made sure that in the inherit movement section I've checked the x,y for movement, and z for rotation, as suggested in the tutorial videos on the forums.

Is there something I am missing? Why does the animation export with the bip locked in place? Is there some other way to export animations that require the bounding box to animate with the player? My guess is that there's something I'm missing in the export settings since I do see the bounds animate in Max. Any help would be much appreciated :)

Cheers,

Babar.

#1
05/12/2008 (1:40 pm)
The bounding box for players appears to be hard coded in script to be a single box. The bounding box exported is not used. I'm not sure how you'd go about changing this yet, I've yet to get to it.