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Orienting mountPoints in Maya

by Amr Bekhit · in Torque Game Engine · 09/13/2006 (1:00 pm) · 2 replies

Hi all,

I've been working on modelling items for my character to hold and I've recently come across a strange problem.

When creating, say, a shield for my character, I'd first create the model geometry, then add a mount node, rename it to mountPoint then translate and rotate mountPoint so that when I mount my model it displays correctly. However, when trying this out in the Show Tool Pro, the shield does not mount correctly onto the character, even though the Show Tool displays the mountPoint in its correct orientation when viewing the shield.

Some more playing around revealed that if I create mountPoint and leave it at the origin of the scene with no transformation at all, and then orient the model (instead of orienting mountPoint) around mountPoint, the shield mounts perfectly.

This seems a very odd way of doing things and so I was wondering whether this really is the norm, or if there's something I'm missing.

--Amr

#1
09/13/2006 (1:35 pm)
I've met this problem before. The render code uses the mountPoint position to offset the shapeImage. You'd expect the rotation to act the same, but this isn't the case. I tried to fix that, but didn't get any good results, so I resorted to ignoring the mountPoint and rotating the models around their bounding box origins.
#2
09/13/2006 (1:38 pm)
Thanks for the info. I'll see if perhaps this can be modified in the torque source.

--Amr