Author Topic: Creating a Joint/DTS Exporter Choice/Animations.  (Read 1683 times)

Well, I am moddeling a new weapon in Milkshape (wish I could display pics but they dont seem to be taking corectly) and I want to know how to:
1) place a joint
2) take pictures correctly (so I can show you)
3)create animations such as reload and trigger pulling.
4) know which to export with:  
Torque Game Engine DTS or Torque DTS Plus

 
I will also need scripters soon for it.
« Last Edit: September 26, 2010, 02:04:53 PM by SWAT One »

BTW, by Joint I mean where the player would hold the item.

To place a joint, you press the Joint button (next to Extrude) under the Model tab.

To animate, you must first assign the joint to a mesh. You select the joint (it will turn red), then you select the mesh, then you go to the Joints tab and press Assign.

Once assigned, you press Anim (short for Animate). You select the joint you wish to animate, then for example you move over one, you go to Animate on the top and press the Set Keyframe option then move again and once again press Set Keyframe (or you could use ctrl+k to set the frame). Make sure you pull the little bar at the bottom left, or you'll keep animating over 1 keyframe.

When you've made the animations, you use Torque DTS Plus (this is what I use). You set the sequences there (these sequences will be used in the script). You press the Add button, you name the sequence and set what frames the animation is on (let's say the Reload sequence is from 1-8). You click OK and you're done.
When you export, make sure you keep the Export Animations box checked.

Make sure you pull the little bar at the bottom left, or you'll keep animating over 1 keyframe.
So that's why I couldn't animate. Lol Damnit.

I did pull the Bar, and well...  Do I export every animation sequence, all I want is for a trigger to go back and forth smoothly, and when I click "Play animation" it stays at the first frame.

Second, what do I call the joint that fires a projectile and the joint that you center where you would hold the weapon?

I did pull the Bar, and well...  Do I export every animation sequence, all I want is for a trigger to go back and forth smoothly, and when I click "Play animation" it stays at the first frame.

One sequence would be pulling the trigger from frames 1-8, a second could be a reload animation from 9-12 and so on.
And yes, you must export every sequence (not frame) or they will not appear in-game as they will not exist in the .dts form.

I've never heard of "Play animation", only "Play Forward". Current Frame will continue to stay at 1.0 when you choose to play the animation.
Milkshape 3D's animation feature may be a bit confusing at first.

When animating, frame 1 could be pulling the trigger back 0.5, pull the bar to frame 2 another 0.5 and then pull the bar to frames 3 and 4 pulling forward 0.5 each, to make a simple back-forward motion.
You could set frames 1-2 to the sequence Back (for example), and then frames 3-4 to the sequence Forward.


Second, what do I call the joint that fires a projectile and the joint that you center where you would hold the weapon?

Muzzlepoint is the joint where the projectile will shoot from.
Mountpoint is where the blockhead holds the weapon.
« Last Edit: September 26, 2010, 05:32:07 PM by Blastdown »

One sequence would be pulling the trigger from frames 1-8, a second could be a reload animation from 9-12 and so on.
And yes, you must export every sequence (not frame) or they will not appear in-game as they will not exist in the .dts form.

I've never heard of "Play animation", only "Play Forward". Current Frame will continue to stay at 1.0 when you choose to play the animation.
Milkshape 3D's animation feature may be a bit confusing at first.

When animating, frame 1 could be pulling the trigger back 0.5, pull the bar to frame 2 another 0.5 and then pull the bar to frames 3 and 4 pulling forward 0.5 each, to make a simple back-forward motion.
You could set frames 1-2 to the sequence Back (for example), and then frames 3-4 to the sequence Forward.


Muzzlepoint is the joint where the projectile will shoot from.
Mountpoint is where the blockhead holds the weapon.
First, the animation:  use Extrude or Move?

Second, Im trying to make a model for the Gravity Gun.  (the printer model is unacceptable)
And I want it to be double-handed, like he Shockwave or Mininuke.  I want one model to be held with one hand (The Headsploder) and one model Held wih 2 hands.(Gravity Gun)

Third, how do I make the Barrel emit smoke?
« Last Edit: October 03, 2010, 06:42:07 PM by SWAT One »

First, the animation:  use Extrude or Move?
Move and Rotate.
Extrude is for modeling, it won't work with animation that I'm aware of.

Second, Im trying to make a model for the Gravity Gun.  (the printer model is unacceptable)
And I want it to be double-handed, like he Shockwave or Mininuke.  I want one model to be held with one hand (The Headsploder) and one model Held wih 2 hands.(Gravity Gun)
You can only use one joint, that being mountpoint, but there is a piece of script that will make the left hand go up (Kaje's Minigun weapon is a perfect example).

Third, how do I make the Barrel emit smoke?

Muzzlepoint shall emit smoke on the end of the barrel (if that is what you mean) when a smoke emitter is added in the script.
I believe there is a way to use joints to make custom emitter sections, but I do not fully know.

Blastdown, you've been alot of help.  Thank you.  However since my most recent computer crash, I need to re-download the Trial Version, and I'm saving up for the full version.

Edit: I also wonder if there is any script needed for just equipping it ingame.  If there is, I would appriciate if anyone could post it in a code snip.
Edit2: Second, I need instructions on how to create the UI Name and such, just "Weapon_The Headsploder"?
« Last Edit: October 13, 2010, 09:39:13 PM by SWAT One »

Edit: I also wonder if there is any script needed for just equipping it ingame.  If there is, I would appriciate if anyone could post it in a code snip.

In the default Gun's server.cs script, scroll down to "datablock ShapeBaseImageData(gunImage)" this is the area of the code that will helps with "equipping" your weapon in-game as well as the block I posted below.

Edit2: Second, I need instructions on how to create the UI Name and such, just "Weapon_The Headsploder"?

This was taken from the default Gun's server.cs script.

Code: [Select]
//////////
// item //
//////////
datablock ItemData(GunItem)
{
    category = "Weapon";  // Mission editor category
    className = "Weapon"; // For inventory system

     // Basic Item Properties
    shapeFile = "./pistol.dts";
    rotate = false;
    mass = 1;
    density = 0.2;
    elasticity = 0.2;
    friction = 0.6;
    emap = true;

    //gui stuff
    uiName = "Gun";
    iconName = "./icon_gun";
    doColorShift = true;
    colorShiftColor = "0.25 0.25 0.25 1.000";

     // Dynamic properties defined by the scripts
    image = gunImage;
    canDrop = true;
};

If you look, you can see the uiName = "Gun"; under //gui stuff.
Just change Gun to your weapons name.
« Last Edit: October 14, 2010, 02:52:14 PM by Blastdown »

Wow, thank you, now about equipping it?

Im back from the chasm of homework, yay!

Now, I have one last problem, all the rest I understand:  I am adding animations for The Headsploder and I want to know ow to view them without exporting them into Blockland and having to view it then.

Bump, also, I exported the File and need a few scripters and testers soon.
Do not ask if you can volunteer for the beta until further notice!!!

Experienced Scripters wanted.


Once again, If I manage to get a screenshot, I will post it for you guys.

Guys seriously, I am not forcing input but it would speed production, just PM me if you want to script, please list your addons you have made in the past and I will see you through to scripting it.  (Of Whomever I choose)

Nevermind, found a Scripter.  Beta is still not open.  Also, anyone know how to make objects Rotate on a Pivot?