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deathbravo

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Posts posted by deathbravo

  1. cool

    I get it in my blender.

    I am a super totally noob both in modeling/animation & torque3d.

    Then I have the following question to this cool Dummy.

    For the previous problems I met during learning t3d, I think I may writing something idiot here.


    I have tried to create animations for my testing character.

    for common FPS shooting game, I think it could save much work to let characters share animations. The running/fire/reload......

    I thought the most important thing to reuse animations for a bunch of characters is sharing a same armature.

    then a simple & stable armature is what I want.

    an animation exported with an armature can be directly used in t3d by the character with the same armature.


    I struggled with the default soldier model for several months, mostly with the first person view model & animations.

    The soldier seems working properly in friend's 3dsmax.

    I can't import it into blender properly. at least with the default importer of blender 2.75a.

    Then I adopted the advice of somebody in the forum to make my own character and animations.


    and now we got this new Dummy.

    this guy seems to be easy to create animation.

    But I can't fully understand the architecture of the armature since I am a totally noob.

    and can't try to retarget some animation to it.


    to my poor knowledge, I think I need to adopt this armature into t3d, bind all my character meshs to this armature to use the animation created for Dummy.

    or retarget the animation created for Dummy to my own character's armature. I am using the default armature of makehuman.

    but I haven't figured out a successfully retargeting.

    I want somebody tell me if this Dummy can be used easily in t3d with this armature.

    if yes we can try to create some useful animation set for it and replace the soldier.


    An additional finding is the Torque_Dummy.dae crashed 3dsmax when imported with opencollada plugin, and imported empty with autodesk DAE importer.

    the reason of trying 3dsmax is the concerning of cooperating with some wealthy guy installed 3dsmax or something expensive.

  2. i tried to spawn 150 bots to fight. and the bots using setPathDestination to follow a path while performing patrol.

    I found they will stuck after killing the player and go back to a path node in a crowd.

    I read the aiplayer.cpp and found there is a OnStuck function has the ability to repath the bot.

    but the function plan path only considering static items in the map, if another bot blocked the way, the repath can't detour with bots.


    then I tried to add some code to see if our bot is stuck by other bot or player, then try to detour.

    the code is a modified version of the findcover.


    i am not sure if there is any cooked function to solve it and i missed it. if there is, i want to use the stock feature.


    struct BlockerSearch

    {

    Player *blocker;

    U32 count;

    BlockerSearch()

    {

    count = 0;

    }

    };


    static void isBlockerAICallback(SceneObject *obj, void *key)

    {

    Player *p = dynamic_cast(obj);


    BlockerSearch *s = static_cast(key);


    s->count++;


    s->blocker = p;


    }


    bool AIPlayer::isBlockerAI(){


    F32 width = mScaledBox.len_y();

    Point3F forwardOffset;

    forwardOffset[0] = width/2.f;

    forwardOffset[1] = width/2.f;

    forwardOffset[2] = width/2.f;


    // Create a search state.

    BlockerSearch s;


    Box3F box(width /2.0f);//* 2.0f);

    Point3F center = getPosition();

    const MatrixF& transform = getTransform();

    Point3F forwardVector = transform.getForwardVector();

    center = center + forwardVector + forwardOffset;


    box.setCenter(center);


    U32 mask = PlayerObjectType;// | AIObjectType;


    getContainer()->findObjects(box, mask, isBlockerAICallback, &s);

    //Con::errorf("searching found: (%u)",s.count );


    if(s.blocker)

    {

    return true;

    }

    return false;

    }


    void AIPlayer::detorAI(){

    F32 width = mScaledBox.len_y();

    Point3F backOffset;

    backOffset[0] = width;

    backOffset[1] = width;

    backOffset[2] = width;


    Point3F center = getPosition();

    const MatrixF& transform = getTransform();

    Point3F forwardVector = transform.getForwardVector();

    center = center - forwardVector - backOffset;

    setMoveDestination(center,false);

    }



    ///////change the onStuck like this , it could back one step to make room for each other

    void AIPlayer::onStuck()

    {

    #ifdef TORQUE_NAVIGATION_ENABLED

    if(!mPathData.path.isNull()){

    if( isBlockerAI()){

    detorAI();

    }else{

    repath();

    }

    }else

    #endif

    throwCallback("onMoveStuck");

    }

  3. I was studying this problem half a year ago.

    blender can't handle the rig of the demo soldier, u can't replace the mesh of the soldier easily to get ur own character in blender. I think it could be done in 3dsmax.

    I tried even to hack the source code of blender. But the task beyond my ability. then i started creating my own rig in blender.

  4. I tried to make a character using a model exported from other game.

    and a bolt action rifle.

    I got a problem when I mount the weapon to the 3rd person view of the character.

    I can't find an angle easily for the mount point.

    what I did is just trying some rotation value for the mount point in the shape editor.

    but is there any easy way to pose it?

    did I miss anything?

    Untitled.thumb.jpg.12033a50f9c29144d94b71c6c55d5705.jpg

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