Author Topic: Animating after firing  (Read 736 times)

I have now just made my badassed RPG for my AFF Weapons. I flatshaded and added animations to it. The only problem is that the animation is always on. I used the regular Torque exporter in milkshape and named th animation "ambient". Thank you for the help.

Here's a tutorial on animation: http://www.geocities.com/mkia1/Torque_Tutorial_1_1.html

Basically if you are using a State Image string sequence system, you make a new material in MS3D and name it:
Code: [Select]
seq: action=firstframe#-lastframe#, cyclic (if it repeats, nothing if it only activates once), fps=#
When the Action sequence will be brought up, it will play the animation.

There were also 2 muzzle (projectile) animations but I forget their names.

As for vehicles specifically I'm not sure.

On a side note, the projectile animation names are Activate for a preliminary, non-repeating animation that plays when the projectile is created. Then, there's Maintain which plays after, and only after Activate, and it's a cyclic repeating animation (like the rocket spinning animation). Then there's also Ambient, which is a cyclic animation like Maintain, only you apply it instead of Maintain if there is no Activate animation sequence (Thanks Ephi)
« Last Edit: May 15, 2008, 11:22:35 PM by Muffinmix »