Game Development Community

Me sword be crooked

by Rojalee · in Torque Game Engine · 04/25/2006 (9:15 am) · 16 replies

Anyone know how to fix this?

img179.imageshack.us/img179/1636/screenshot002000012ba.png


Thanks,

Jason

#1
04/25/2006 (9:27 am)
Isn't this the orientation of your Pivot Point in your modeling application?

I'm pretty sure that is what the doc's say.
right?
#2
04/25/2006 (9:29 am)
I didn't create it. I bought it.
Why would they put the pivot point going that way?

and this one works fine (from same pack)

img267.imageshack.us/img267/4305/screenshot003000012gw.png
odd.
#3
04/25/2006 (10:50 am)
I would just say that you should open it in a 3d package of some kind and check the rotation. It could have been simply a miscalculation on their part, or maybe they wanted the sword positioned like that on purpose. whatever the reason, it is a quick fix to open it up in any 3d program and roatate it until you are satisfied.
#4
04/26/2006 (5:18 am)
Ok fixed it with the help of Shaper.

img145.imageshack.us/img145/6113/screenshot004000012wr.png
now i have another question.

do you see where his hand is on the sword?

Is there a way to move it up next to the pommel?

Is that the mount point on the Player, or is it a point on the sword?

Thanks again.
#5
04/26/2006 (5:56 am)
It's the mount point on the sword. Make it higher on the hilt.
#6
04/26/2006 (6:32 am)
And thats adjustable in the modeling program? (Shaper for me)
#7
04/26/2006 (6:46 am)
Just change the mount point to one that fits your needs.
#8
04/26/2006 (6:53 am)
Where is the mount point, I opened it up, (in shaper) but don't see anything that says mount point.

Or is it in a .cs file somewhere?
#9
04/26/2006 (7:01 am)
Are you using TGE 1.4? That by default comes with Torque ShowTool Pro which will let you view mount points under a tab called "Mount" I believe
#10
04/26/2006 (7:05 am)
There's no mount points in the medival weapons pack if I remember correctly, but if there's no mount point the origin will be used so just grab the sword in your 3d software and move it down a bit. I remember having to do quite a lot of changing to these models for Minions of Mirth (both moving, rotating and scaling them).
#11
04/26/2006 (7:32 am)
Just add your own mount point. I am not sure with Shaper but with Milkshape 3d you can do it with joint and rename the joint to _mountpoint. In Gamespace 1.6 just add small cube, move it where you want weapon to mount and name the cube to _mountpoint. I hope this helps.
#12
04/26/2006 (8:04 am)
Ok trying suggestions, thanks again.
#13
04/26/2006 (8:19 am)
Fixed, thanks all for help.

img265.imageshack.us/img265/6527/screenshot005000019yn.png
#14
04/26/2006 (8:55 am)
Dont forget there is moutOffset also.
#15
04/26/2006 (12:03 pm)
Congrats, I am glad you got it all to work correctly!!
#16
04/26/2006 (2:16 pm)
Also, eyeOffset is how it looks in first person. You can change the offset to 0 0 0 and it will be seen where it really is on the model in first person. Sometimes this is good, sometimes not.

EDIT: Sorry, got mountOffset and eyeOffset confused. :P