Game Development Community

Point of pivot.

by Snowman · in Torque Game Engine · 01/09/2002 (7:12 pm) · 3 replies

Hi-

The bound's point of pivot is used in the game for the point which the player rotates around. However, it is also used as the ground transform so that the game knows where the bottom of the model is.

This presents a problem for me, where the models would be rotating about the x and y axises. When they do, they rotate around a point at his feet. If I move the point up, I get proper rotation, but half of his body is sunk under ground.

Does anyone see a fix to this? I don't see why the code doesn't choose to use the extent of the bounds box as the bottom of the player. That would make things easier. The player would be displaced enough so that the bottom of bounds is on the ground.

Thanks!

-Snowman

PS this is for a skiing game in case people were curios about the flips.

#1
01/25/2002 (11:42 am)
Wouldn't there be a way to simply add a transform in the correct direction (thus placing the player/model on the ground properly)in the player.cs script?
#2
01/25/2002 (12:03 pm)
Are you animating the bounds box? I would think that If you are going to animate flips and such that the bounds box wouldnt have to be animated, the model inside the box would.

Am I missing something? the player model only needs to fit "inside the box" -right?
#3
01/26/2002 (11:22 am)
I don't know about putting a transform in the player.cs file. About animating the bounds box, I'm not doing my animations in that way. I'm animating in the game by simply rotating the model, not by making an animation in MAX.

What value do I change in the player.cs file to move the model? That sounds like a good solution.

Thanks!

-Snowman