Eyeoffset to world coordinates
by Kevin Bamonte · in Torque Game Engine · 12/17/2007 (9:58 am) · 5 replies
Hello all,
does anyone know of a way to convert the eyeoffset of a weapon to the world coordinates ? if not can you point me in a direction ?
I've been looking at geom/trig function all morning and can't seem to figure it out
thanks - kevin
does anyone know of a way to convert the eyeoffset of a weapon to the world coordinates ? if not can you point me in a direction ?
I've been looking at geom/trig function all morning and can't seem to figure it out
thanks - kevin
#2
12/27/2007 (12:27 pm)
Hey nice this is useful. Thanks!
#3
12/27/2007 (11:07 pm)
How can I create my own First Person camera? without eye node because the eye node is in bad position and looks horrible, I have a DTS model but y can't manipulate the eye node what can i do???
#4
12/28/2007 (10:13 am)
Why can't you manipulate the eye node? Just make a node, name it 'eye' and move it. Then reexport any animations that might affect it.
Torque Owner Michael Bacon
Default Studio Name
Anyways.
Get the transform of your player:
%trans = %player.getTransform();
then multiply your eye offset by that:
%eyeInWorld = MatrixMulPoint(%trans, %eyeOffset);
It is left up to you to fill in %player and %eyeOffset.