Well since my last post I've been working on the user interface(UI), getting animations to orient correctly in TGEA, maintaining the programming wiki, and learning how the Arcane FX system works.
Problems arose whilst working on the UI when I decided I was not happy with simply using an image and decided to add some new fonts to the game. Firstly to install fonts into windows administrator access is required and secondly it is necessary to restart (log off?) the computer after fonts have been installed.
Fixing the problem we had with our .dsq animations also caused issues. We went to the trouble of recording motion capture with four different orientations (i.e. facing different directions), however once imported into torque all the animations had the same problem; that being when played they would reorient the player character to face the left (whilst leaving the camera position alone). Some frustrated experimentation revealed that unlike what every piece of documentation available says the orientation of the character doesn't matter but the orientation of the sequence node does. It turns out that the sequence node must be oriented such that it points forward in the direction that the character model looks at; this is best achieved by drawing the sequence node in from behind the character model.
Arcane FX is a commercial engine mod for Torque Game Engine Advanced that allows advanced special effects to be created through TorqueScript. Effects are created using modular components; at the top of the hierarchy is the choreographer, which sits above phrases, below that are wrappers for each effect and below that are the building-blocks effects themselves.
I have also contributed to the programming teams efforts in planning animations for characters, level design, and character planning.
This week I hope to continue work on the UI, get our test animations working in the game, continue working on the wiki & documentation, import our test character into the game, begin work on Ares special effects, and a bunch of other crap I can't think of at the moment.
Thursday, March 12, 2009
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment