moving the shape without the physique modifier
then pasting the physique modifier back on
worked
i am about 0.0001" off but it doesnt notice
visually
which i can cope with
strange tho if i clicked VIEW SCENE in 3ds max
it
animated fine its only when i export that the
shapes
position comes into play.
wouldnt it be a good idea to have a node
option
that took its worldspace position instead of object
space?
----- Original Message -----
Sent: Thursday, February 19, 2004 2:47
PM
Subject: Re: [Nel] animation
problem
hi cyril :)
if i disable the physique modifier he drops back
to 0,0,0
so that maybe the issue...
ill try moving him and let you know how it goes
:)
incidentally do you know how to resize an object
in 3ds
i cant seem to do more than rescale its world
space interpretation
----- Original Message -----
Sent: Thursday, February 19, 2004 10:23
AM
Subject: Re: [Nel] animation
problem
Oops, forget the previous
message..
Hi Andi,
> after loading into our game i notice that
after adding the skeleton our monster is half under the floor
> and facing the wrong way...
This is a classic issue, in max, when you create your biped, it looks
at the -Y axis to face the front view.
> same issue his tail went crazy and im sure
he enjoyed it but was pretty unbecomming even for a horny little
monster
Can you check this points before we go further:
The skin shape vertices are exported in world space
(it's a special case). At run time, vertices are moved back in bone local
space using the inverted "figure mode" bone world matrix and then
transformed in word space using the "current" bone world matrix. It means
that :
- whatever you may change on
your skeleton (position, posture, orientation, size) you have to reexport
the skin model.
- you have to be sure that
your skin shape, with physique modifier disabled, matchs the skeleton in
figure mode.
- the skin shape and the
skeleton have to be exported in figure mode.
I hope your monster will get back on form
:-)
Hld.
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