mountPoint
by Xavier "eXoDuS" Amado · in Artist Corner · 02/27/2002 (1:34 pm) · 11 replies
How do you call the mountPoint dummy on max? it works on MilkShape using mountPoint... but i used the same name on max and it doesnt give heck about it... it just mounts the weapon using the bounding's box pivot point
:(
Also, is there a left hand mount point or something?
If not, how do you give the weapon the rotation to fit on the hands? calculating it on max?
:(
Also, is there a left hand mount point or something?
If not, how do you give the weapon the rotation to fit on the hands? calculating it on max?
About the author
#2
02/27/2002 (6:04 pm)
no, that didnt work either :(
#3
As it is a node with no mesh, the exporter will condider it useless and discard it unless forced to export it.
Also, make sure 'collapse transfroms' is off before exporting.
02/27/2002 (6:16 pm)
Check your dump file when you export. The mountpoint might be getting culled out. If so, add it to the always export list in your .cfgAs it is a node with no mesh, the exporter will condider it useless and discard it unless forced to export it.
Also, make sure 'collapse transfroms' is off before exporting.
#4
Removing node "shape"
Removing node "m1a1"
Removing node "mountPoint"
....what a bitch.. it is removing it... why it does it to me and it doesnt do it to other people? :(
mmm... gonna try figure the .cfg thing.. never done it... can u xplain it here? (meanwhile ill try to find it out on myself)
thanks a lot btw!!
EDIT: I figured it out and it exported the mountPoint! :) gonna try now.. but i guess it should work! thanks a lot
02/28/2002 (6:42 am)
Third pass: Collapsing unneeded nodes...Removing node "shape"
Removing node "m1a1"
Removing node "mountPoint"
....what a bitch.. it is removing it... why it does it to me and it doesnt do it to other people? :(
mmm... gonna try figure the .cfg thing.. never done it... can u xplain it here? (meanwhile ill try to find it out on myself)
thanks a lot btw!!
EDIT: I figured it out and it exported the mountPoint! :) gonna try now.. but i guess it should work! thanks a lot
#5
02/28/2002 (6:50 am)
If your dump file says "removing mountpoint" then you still have it named wrong. Call it mount0, make sure it's linked to the bone you want and on the "always export" list in your .cfg file, pretty much what everyone above said. Don't feel bad, took me a couple tries to get it working too=)
#6
but if i change the pivot point it changes the position of the weapon on the 1st person view... but doesnt affect the 3rd person view. :(
02/28/2002 (7:22 am)
ok, well the mountpoint works now... but not completely... i mean.. if i see my player from outside i see the weapon correctly placed... but for the 1st person view its still using the bounding box pivot point to put it in screen! it's weird :\but if i change the pivot point it changes the position of the weapon on the 1st person view... but doesnt affect the 3rd person view. :(
#7
02/28/2002 (8:53 am)
That is weird. Are you sure that you have your "eye" dummy placed right? Did you re-export your sequences after you changed around the mount point? Not sure what else to check.
#8
02/28/2002 (11:29 am)
i didnt change the mountpoint on the player model... only on the weapon model :\
#9
Does anyone know if someone fiddled around with the Exporter source lately and perhaps broke something? This problem thus far seems to only be occuring with newer builds of the DTS exporter.
Logan
02/28/2002 (11:30 am)
I saw an instance of this yesterday on the IRC channel. A user was having trouble with his Eye node not being in the correct position. The node was not being ignored on export and it was setup correctly.Does anyone know if someone fiddled around with the Exporter source lately and perhaps broke something? This problem thus far seems to only be occuring with newer builds of the DTS exporter.
Logan
#10
02/28/2002 (2:43 pm)
its Mountpoint not mountPoint, allso you might want to take a look at the original disc . max file for the second handhold, you mentioned
#11
02/28/2002 (3:32 pm)
orig . what?
Torque 3D Owner Bruce Wallace