Walking on air
by Jeff Greenland · in Artist Corner · 04/11/2005 (2:55 pm) · 8 replies
The first time I did my character model through blender, she was half way underground. I then realised that I am an idiot and should follow directions. After making a large bounding cube and putting its origin at her feet, she is now walking two feet in the air. What am I doing wrong?
I'm ramdonly resetting the positions and origins of everything to 0,0,0 and swearing a lot... she wont stop flying.
I'm ramdonly resetting the positions and origins of everything to 0,0,0 and swearing a lot... she wont stop flying.
About the author
#2
...I was assuming that the origin of the bounds box meant the center of it, making what your saying impossible.
....I guess I could translate the mesh of the bounding box so it lines up while still keeping the origin of it at her feet.
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No such luck. it does not seem to care what I do the stupid bounding box. It just does the same thing every time.
04/11/2005 (5:04 pm)
So... I make it about the same thing as the colission box/mesh?...I was assuming that the origin of the bounds box meant the center of it, making what your saying impossible.
....I guess I could translate the mesh of the bounding box so it lines up while still keeping the origin of it at her feet.
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No such luck. it does not seem to care what I do the stupid bounding box. It just does the same thing every time.
#3
She is still up in the air.
No matter what I do it exports the same shit over and over....
...........I am very confused. I think I need a time out... My desk is too close to a window.
04/11/2005 (5:24 pm)
Before I had the bounding box, she was sunk underground. Now, in my frustration, I deleted it altogether.She is still up in the air.
No matter what I do it exports the same shit over and over....
...........I am very confused. I think I need a time out... My desk is too close to a window.
#4
04/12/2005 (11:32 am)
Make sure you are deleting your .dso's after every try?
#5
player.cs.dso?
...player.cs is only like 2 lines that tell it to use player.dts.
....why would that cause a problem?
(actually asking)
It's not as if it builds the dts into the dso or anything... right?
04/12/2005 (11:41 am)
No...player.cs.dso?
...player.cs is only like 2 lines that tell it to use player.dts.
....why would that cause a problem?
(actually asking)
It's not as if it builds the dts into the dso or anything... right?
#6
so every time you make a change it should always be a good idea to delete your .dso(s)
also, is the players feet standing on the world cordinates of 0,0,0 ?
or where do you have the world coordinates in relation to the model?
05/06/2005 (3:20 pm)
Wrong, the player.cs get compiled into the player.cs.dos upon launch of torque.so every time you make a change it should always be a good idea to delete your .dso(s)
also, is the players feet standing on the world cordinates of 0,0,0 ?
or where do you have the world coordinates in relation to the model?
#7
05/06/2005 (3:34 pm)
Eh... anyway, I solved the problem since then. I forget what was wrong now. Something was offset. The only way I can get the exporter to work correctly is by clearing the size and origin and scale and everything of every object in the file in object mode, then making all changes to the geometry in edit mode... I don't see any mention of this in documentation. I don't know if other people had to do this, but it works for me... except for nodes. But thats another story.
#8
when modeling your characters feet need to be standing on worldspace 0.0.0
put your armature there also and he should walk correctly.
05/20/2005 (3:21 pm)
I fount it too.when modeling your characters feet need to be standing on worldspace 0.0.0
put your armature there also and he should walk correctly.
Torque Owner Ed Johnson