Author Topic: New Playertype Question!  (Read 6940 times)

First of all, given the complete list of animations, what is the correct priority order for a general playertype?

Secondly, how should I set up the eye node? I have it as eyePoint at the moment, but it doesn't seem to work.

Thirdly, does anyone know whether or not there are any turning (in place) animations?
« Last Edit: September 24, 2014, 11:51:21 AM by BluetoothBoy »


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Here is all the animations and mount points
eye - First person Camera

mount0 - Right Hand
mount1 - Left Hand
mount2 - Body
mount3 - Right Foot
mount4 - Left Foot
mount5 - Head
mount6 - Visor
mount7 - Pants

List of Sequences:

am_activate1 - Activation
am_activate2 - Flailing arms
am_armattack - Attacking with the right hand
am_armreadyboth - Both arms out (Looks like /hug)
am_armreadyleft - Left arm out
am_armreadyright - Right arm out
am_back - moving backwards
am_crouch - crouching
am_crouchback - moving backwards while crouching
am_crouchrun - moving forwars while crouching
am_crouchside - Moving from side to side while crouching
am_death - Death Animation
am_fall - Falling Animation
am_headside - Freelook
am_headup - Used when model requires neck usage; tilts the head up
am_jump - Jumping Animation
am_land - When you hit the ground hard
am_leftrecoil - Moving the left hand up
am_look - Spins the torso on the X axis; used for pitch camera adjustment
am_plant - Planting a brick
am_root - Null Thread, there is no animation
am_rotCW - Turning clockwise
am_rotCCW - Turning counter clockwise
am_run - Running
am_shiftAway - Shifting the ghostbrick away from you
am_shiftDown - Shifting the ghostbrick downwards
am_shiftLeft - Shifting the ghostbrick to the left
am_shiftRight - Shifting the ghostbrick to the right
am_shiftTo - Shifting the ghostbrick towards you
am_shiftUp - Shifting the ghostbrick upwards
am_side - Moving from side to side
am_sit - Sitting
am_spearReady - Charging the spear
am_spearThrow - Throwing the spear
am_standJump - Jumping while standing still
am_talk - Talking animation
am_undo - Hitting Ctrl+Z (The shaking head thing)
am_walk - Walking Animation
am_wrench - Wrenching Animation
(ignore the false date on the quote)

(ignore the false date on the quote)
Sorry, but nothing except "eye" would have helped me anyway. BlockAlpha answered all my questions already, thanks anyway though.

New question (kind of) - are there turn in place (as in X mouse movement) animations for playertypes? My mech looks rather odd turning without moving it's legs. If not, is there a way to detect X mouse movement (particularly mouse speed) so I can play the animations manually?

Yeah, you can get their eye vector to detect the changes, then play a custom animation depending on how vast the change is. Just add more sequences/animations. I forget who did it most recently, but it was leaning around corners.

Yeah, you can get their eye vector to detect the changes, then play a custom animation depending on how vast the change is. Just add more sequences/animations. I forget who did it most recently, but it was leaning around corners.
Ok. And is it possible to change the playback speed of an animation via script? I have no clue, and Torque doesn't have animation well documented. :/

Quote
This command is used to set the ground speed of an animation sequence by generating ground transform keyframes. The ground translational and rotational speed is assumed to be constant for the duration of the sequence. Existing ground frames for the sequence (if any) will be replaced.

Syntax

setSequenceGroundSpeed(string sequence_name, string tx ty tz, [string rx ry rz])

    sequence_name: name of the sequence to modify
    tx ty tz: ground translational speed in the X, Y and Z axes
    rx ry rz: Optional. Ground rotational speed around the X, Y and Z axes.


Returns
boolean flag indicating success

Examples

%this.setSequenceGroundSpeed("run", "5 0 0");
%this.setSequenceGroundSpeed("spin", "0 0 0", "4 0 0");

Idk if that will help, but torque seems to have quite a bit on animating, more specifically the TSShapeConstructor bs.

Idk if that will help, but torque seems to have quite a bit on animating, more specifically the TSShapeConstructor bs.
I guess I should restate and say it's not easy to find. :P

Thanks.