Only animating specific nodes
by Daniel Buckmaster · in Artist Corner · 12/10/2008 (3:37 pm) · 9 replies
It's my understanding that Torque can run several non-blend threads on a shape at the same time, as long as they're not trying to animate the same nodes. Is this correct? If so, how do I specify which nodes an animation affects?
EDIT: Okay, actually, I think the second half of my question may be answered. If I turn certain nodes off in the node tab in the exporter, can I export a DSQ that is still compatible with an armature with all the nodes exported?
EDIT: Okay, actually, I think the second half of my question may be answered. If I turn certain nodes off in the node tab in the exporter, can I export a DSQ that is still compatible with an armature with all the nodes exported?
#2
12/11/2008 (1:12 am)
...
#3
12/11/2008 (12:30 pm)
Not true with CS bipeds, I frequently remove parent bones from my config files, ensuring ONLY the children are exported.
#4
12/11/2008 (12:35 pm)
...
#5
12/12/2008 (9:22 pm)
Oops, never noticed what forum heading I was in :) Sorry...
#6
12/12/2008 (9:40 pm)
...
#7
Now, going even further than that... say I have different skeletons. Can they both run animations that only animate nodes they share? Say for example I have a human, and a human with a tail. The only difference between the armatures is th tail nodes that are children of an existing bone. Could I export a 'walk' animation from the human skeleton and play it on the other skeleton? The tail would not be animated, but I could play a separate thread for it.
12/14/2008 (3:37 pm)
So if I just don't animate certain nodes, will that work as well as excluding them? Thanks for all the info - looks like my plan is a go!Now, going even further than that... say I have different skeletons. Can they both run animations that only animate nodes they share? Say for example I have a human, and a human with a tail. The only difference between the armatures is th tail nodes that are children of an existing bone. Could I export a 'walk' animation from the human skeleton and play it on the other skeleton? The tail would not be animated, but I could play a separate thread for it.
#8
12/14/2008 (3:45 pm)
...
#9
12/15/2008 (2:21 pm)
Brilliant, thanks for that :) Torque continues to pleasantly surprise me as often as it frustrates me...
Torque Owner Erik Madison
To run multiple animations at a time, take a read through of plastic games series. They talked fairly extensively of threads and such.