Footprint drop location
by Katrina Rose · in Torque Game Engine · 12/20/2004 (11:39 am) · 3 replies
Hi,
How does the engine know where to put the footprint? With our game the distance between the right and left footprint are too far apart. We thought it was using the bounding box for the player, but when we enlarge the x axis for the bounding box the footprints do not change at all. One weird thing we encountered is that if we shrink the Y axis from the bottom up it moves the footprints closer together. We don't understand why that is. We would be happy to just do this to fix the footprints, but when we change the x axis the animations get messed up for some reason. Any help is apreciated.
Marrion Cox
How does the engine know where to put the footprint? With our game the distance between the right and left footprint are too far apart. We thought it was using the bounding box for the player, but when we enlarge the x axis for the bounding box the footprints do not change at all. One weird thing we encountered is that if we shrink the Y axis from the bottom up it moves the footprints closer together. We don't understand why that is. We would be happy to just do this to fix the footprints, but when we change the x axis the animations get messed up for some reason. Any help is apreciated.
Marrion Cox
About the author
#2
Does anyone know what happens here?
Thx
04/08/2007 (8:09 am)
I'm having similar problem (or even worse.) When I replace the player.dts with my own model and animation, no footprint is being rendered at all.Does anyone know what happens here?
Thx
#3
04/08/2007 (9:26 am)
You need to add the triggers in the player walk animation that cause the footprints to be created. There are probably tutorials on how to do this somewhere.
Torque 3D Owner Billy L
If this not working you must change some code in player.cc search for decaloffset.