Mount point rotation options
by Neo Binedell · in Torque Game Builder · 09/02/2005 (1:32 pm) · 2 replies
I was playing with mounting objects, etc and found that one could not rotate a mounted (child) object
independently (local space) yet still allow it to be rotated additively by the mount (parent) transform.
Essentially at the moment you can either have it rotate with the parent object or rotate
independently, there is no way to have it hierarchically blended. This seems to say that
both objects transform in world space. Surely a mounted object should live inside its parent
mount object coordinate space, so that it's transform is concatenated travelling up the hierarchy.
local->parent->...parentN->world
I will be adding this to the code myself but felt it would be important functionality to
include in the default code base.
In addition, currently there is no way (that i can see) to set the pivot point of a scene object.
It is always in the center and so to have it anywhere else one has to set up the art to have
blank space (alpha) to get the pivot point in the correct place.
Or am I missing something?
~neo
independently (local space) yet still allow it to be rotated additively by the mount (parent) transform.
Essentially at the moment you can either have it rotate with the parent object or rotate
independently, there is no way to have it hierarchically blended. This seems to say that
both objects transform in world space. Surely a mounted object should live inside its parent
mount object coordinate space, so that it's transform is concatenated travelling up the hierarchy.
local->parent->...parentN->world
I will be adding this to the code myself but felt it would be important functionality to
include in the default code base.
In addition, currently there is no way (that i can see) to set the pivot point of a scene object.
It is always in the center and so to have it anywhere else one has to set up the art to have
blank space (alpha) to get the pivot point in the correct place.
Or am I missing something?
~neo
#2
a) Create an empty parent object and mount to it at an offset
b) Offset the image
Will check out the link thanks...
~neo
09/02/2005 (3:02 pm)
I pretty much just do either:a) Create an empty parent object and mount to it at an offset
b) Offset the image
Will check out the link thanks...
~neo
Torque Owner Teck Lee Tan
As for the pivot points, Melv mentioned that a future (next?) release will allow you to set the pivotpoint of the object, instead of always having it be the center. If you want a workaround using a dummy object, check out the url=http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7298]T2D Unofficial FAQ[/url].