MountPoint Weapon Problems
by Joshua Hull · in Artist Corner · 10/16/2001 (3:06 am) · 9 replies
So I got 1/2 my weapons in game. With a slight problem. They face backwards! As in the muzzle points out and the gun stock faces forward. Its quite funny really :P
I figured that "Ahh! I must have made my guns face the wrong Directions in Max. Whoops", So i rotated them all around. That didn't work.
So I then figured "Ok Maybe I need to Rotate the Mountpoint around. Thats gotta be it!". That didn't work either!
Now my little head is hurting and the programmer thinks im an idiot! :P So what am I doing wrong?
*cry*
I figured that "Ahh! I must have made my guns face the wrong Directions in Max. Whoops", So i rotated them all around. That didn't work.
So I then figured "Ok Maybe I need to Rotate the Mountpoint around. Thats gotta be it!". That didn't work either!
Now my little head is hurting and the programmer thinks im an idiot! :P So what am I doing wrong?
*cry*
About the author
#2
10/16/2001 (9:13 am)
Thanks I'll give it a shot.
#3
The preferred way of doing this is to keep the bounding box oriented so it's local orinetaion is the same as world space, so that there is no confusion as to what the correct direction is. (Positve Y-world = positive-Y bounds)
The way Clocks describes it is correct, and will create the bounding box aligned with the world. As long as the axes are correct with respect to each other, it will work fine in the sim.
Be careful which viewport you create the bounding box in, as the orientation of the bounds, and the objects orientation with respect to the bounding box is what is important.
10/16/2001 (9:42 am)
Just a clarifying note. The orientation of the object in MAX is not all that relevant. Just make sure that the front of the object is pointing down the positive Y-axis of the bounding box. The preferred way of doing this is to keep the bounding box oriented so it's local orinetaion is the same as world space, so that there is no confusion as to what the correct direction is. (Positve Y-world = positive-Y bounds)
The way Clocks describes it is correct, and will create the bounding box aligned with the world. As long as the axes are correct with respect to each other, it will work fine in the sim.
Be careful which viewport you create the bounding box in, as the orientation of the bounds, and the objects orientation with respect to the bounding box is what is important.
#4
10/17/2001 (12:35 am)
Im a little confused, in Top view. Y is already up for everthing.
#5
Btw, did you get your weapons to point the right way.
// Clocks out
10/17/2001 (12:40 am)
Yes it is :) and that's why its easier to get you models to face in the right direction.Btw, did you get your weapons to point the right way.
// Clocks out
#6
So im a wee bit baffled. But I havn't tested yet so who knows :). If it doesn't work I think Ill mail you the model. It's a Max4 .max .
10/17/2001 (12:47 am)
I havn't tested yet. Ill be to able to when my Programmer gets online. All ive done is remade my Bounds and Muzzle in top view. So I just hope it's not the gun model it's self. Everything was already pointing Up for Y and all the rotating in the world dosn't change the angle of Y.So im a wee bit baffled. But I havn't tested yet so who knows :). If it doesn't work I think Ill mail you the model. It's a Max4 .max .
#7
If someone could please have a quick look at the model and tell me whats wrong I'd really apreciate it.
http://www.users.bigpond.com/thrawnage/W_Piggy_Export2.max
10/17/2001 (1:22 am)
Ok we tested it. It's still facing backwards.If someone could please have a quick look at the model and tell me whats wrong I'd really apreciate it.
http://www.users.bigpond.com/thrawnage/W_Piggy_Export2.max
#8
I added a "Reset XForm" to the bounding box and collapsed it to a editable mesh.
This will scale everything about the box to its actually onscreen sizes.
Then I opened the bounding box properties and its Dimensions looks like this:
X = 0,971
Y = 0,273
Z = 0,459
Since the bounding roughly covers the weapon this means that your weapon is:
97,1 cm wide
27.3 cm long
45.9 cm high.
As you can see this is not right, only the hieght of the weapon (Z-axis)is facing the right way.
SO you need to "select all" and rotate it 90 degrees to the right to get the muzzle pointing forward along the Y-axis or you need to adjust the pivot point for the bounding box in "Hierarchy" and select "Affect pivot only" and rotate that 90 degrees to the left.
But yes Y is pointing up in the topview but my point was that both you weapon and bounding box need to this as well.
// Clocks out.
10/17/2001 (2:25 am)
well in my topview the guns right side is point up and not the muzzle which is pointing left.I added a "Reset XForm" to the bounding box and collapsed it to a editable mesh.
This will scale everything about the box to its actually onscreen sizes.
Then I opened the bounding box properties and its Dimensions looks like this:
X = 0,971
Y = 0,273
Z = 0,459
Since the bounding roughly covers the weapon this means that your weapon is:
97,1 cm wide
27.3 cm long
45.9 cm high.
As you can see this is not right, only the hieght of the weapon (Z-axis)is facing the right way.
SO you need to "select all" and rotate it 90 degrees to the right to get the muzzle pointing forward along the Y-axis or you need to adjust the pivot point for the bounding box in "Hierarchy" and select "Affect pivot only" and rotate that 90 degrees to the left.
But yes Y is pointing up in the topview but my point was that both you weapon and bounding box need to this as well.
// Clocks out.
#9
The BoundingB's Pivot Y Axis needs to point towards the Muzzlepoint. OK! Lemme Try that.
10/17/2001 (4:14 am)
[Paraphrasing]The BoundingB's Pivot Y Axis needs to point towards the Muzzlepoint. OK! Lemme Try that.
Torque Owner Karsten "Clocks" Viese
Then in the top viewport make sure the weapon muzzle point is point up (that's up on your screen).
Now make sure the bounds box is pointing the same way as the weapon.
This is best doen by creating the box in teh top viewport.
That way it will be aligned just right for the game engine.
The Y-axis of the weapon and bounds box must point up in the top viewport.
Y-axis (+/-) = forward/backward
X-axis (+/-) = right/left
Z-axis (+/-) = Up/down
This should get your weapon pointing at the enemy instead of you :)
// Clocks out.