Animations enumerated
by Quest Johnny · in Torque Game Engine · 01/29/2005 (5:43 pm) · 4 replies
Does anyone know of a source that describes the named animations standard in the engine, and what triggers them?
I know that Run is caused when you walk, and side and back. I can guess where Fall and I can see where Jump is used, but there are a number on the orc that I'm not sure of such as "Look."
I'm prompted to ask this question because I made an 'idle' for a model, and midway through his jump, he drops to "root" which looks very odd. Is "root" triggered when nothing is going on, or is it because the model lacks a "fall" that it is defaulting to root?
I know that Run is caused when you walk, and side and back. I can guess where Fall and I can see where Jump is used, but there are a number on the orc that I'm not sure of such as "Look."
I'm prompted to ask this question because I made an 'idle' for a model, and midway through his jump, he drops to "root" which looks very odd. Is "root" triggered when nothing is going on, or is it because the model lacks a "fall" that it is defaulting to root?
About the author
#2
01/29/2005 (9:48 pm)
Awesome, thanks Ben :)
#3
01/29/2005 (10:11 pm)
Also note that some of the questions above are answered in the girl pack documentation.
#4
I note the following code in player.cc:
else
{
if (mContactTimer >= sContactTickTime) {
// Nothing under our feet
action = PlayerData::RootAnim;
}
else {
which suggests that when you are in free-fall, it chooses "root" as its default animation. So, either make the root something suitable for free fall, or, perhaps alter this code.
01/29/2005 (10:17 pm)
Don't have the girl pack, but thanks :)I note the following code in player.cc:
else
{
if (mContactTimer >= sContactTickTime) {
// Nothing under our feet
action = PlayerData::RootAnim;
}
else {
which suggests that when you are in free-fall, it chooses "root" as its default animation. So, either make the root something suitable for free fall, or, perhaps alter this code.
Associate Ben Garney