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Beta2: Head/Look Anims Swapped

by Steve Acaster · in Torque 3D Professional · 05/22/2009 (9:55 am) · 6 replies

Technically this isn't a bug - so it ain't getting submitted as a bug report - but it is awkward.

The head and look animations have been swapped.

Previously "look" has always controlled the vertical movement, and "head" has always controlled the horizontal movement. Now they appear to have been swapped over. Initially I was baffled by my custom model's lack of "look" animation (my head animation is static so I didn't see the difference immediately). After playing around with everythign I could think of I just started loading up a stock character and ripping animations off it until I found the crux of the issue.

If this was previous highlighted feel free to belittle my lack of observation - but I didn't see it listed as a known issue. It's wasn't this way in Beta1

#1
05/22/2009 (12:33 pm)
Steve, I think this is a problem causing my climb resource to crash, where should this be fixed?
#2
05/22/2009 (1:38 pm)
They haven't been swapped. The "head" sequence always controlled vertical head movement, while "headside" controlled horizontal movement. "Look" is the mArmAnimation animation, which is also vertical. The code for that is exactly the same in 1.7, and I remember using "headside" in TGE projects as well.

Don't use "look" for head movement, use "head" instead. The armThread is supposed for arm vertical movement (while holding a gun), and the setArmThread() allows you to change it at runtime to support different poses for different weapons (as long as "look" is present, otherwise mArmAnimation.thread isn't created and it'll crash).
#3
05/22/2009 (1:53 pm)
I guess I am still confused. I had the same function in both Beta1 and Beta2:
%obj.setArmThread("look");
It didn't crash in Beta1, but it does in Beta2
#4
05/22/2009 (1:59 pm)
@Playlore
Ah ... gotchya.
Don't suppose you know what "looksn" and "lookms" are then? I've never been able to fathom them out.

Anyhow, I've never run into a problem with it in TGEA1.7/8 or beta1. Thing is I've "amalgamated" an ADS animation into my "look" anim (or now "head" anim as I've changed it) which of course requires the head to move as well as the arms.

@Charles - if you're using the stock Boombot (and I think you are), then my swapping hotfix of "look" for "head" probably won't help.
#6
05/24/2009 (6:39 am)
Well you learn something new everyday! Cheers for that info guys.