Node problems.
by Benj · in Artist Corner · 03/28/2007 (11:47 am) · 6 replies
I have been trying my hand at making a player model in blender, so far its working very well, animations are working perfectly etc, my problem is... the eye and camera nodes, i cant get them to work, first person mode works, but thats cause its using the weapons eye node, and the 3rd person camera in on the ground, ive tried bones and empty s, i cant get it to use the cam node, ive been parenting it to the dummy bone i made that is attached to detail32, and all the other bones are attached to.
second, the weapon mounts, no matter what i do the crossbow attaches at a 90degree rotated on the y axis.
any ideas?
second, the weapon mounts, no matter what i do the crossbow attaches at a 90degree rotated on the y axis.
any ideas?
#2
03/28/2007 (1:26 pm)
You should try including the nodes (cam and eye) at the same skeleton you use for animating the model, just as two other bones. If you want them not to inherit any animation from the skeleton, use a first root bone at the base of the model, and parent both the root of the skeleton (usually the pelvis) and the two nodes to this non-animated root bone. It works very well for me.
#3
03/28/2007 (2:34 pm)
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#4
03/28/2007 (2:58 pm)
Mmmm, the axis in blender and in showtool both show the x as pointing down... and blender wont let me rotate the bones on the y axis in edit mode for some reason.
#5
03/28/2007 (3:11 pm)
...
#6
frame 1 is pointing straight up, 90 degrees from forward
frame 2 is forward
frame 3 is down, 90 degrees down from forward
and about the bone angles, now that drawaxis is on, they are all really screwy, some are totally backwards axis wise.
03/28/2007 (3:14 pm)
That and, now that the 3rd person camera works(i had the object named cam, not the bone name bleh) i can see that the look animation isnt quite right, does anyone know the range of angles to do for it, right now the look animation is so:frame 1 is pointing straight up, 90 degrees from forward
frame 2 is forward
frame 3 is down, 90 degrees down from forward
and about the bone angles, now that drawaxis is on, they are all really screwy, some are totally backwards axis wise.
Torque Owner Ed Johnson
the mount0 and eye nodes aren't being exported. I don't know if Blender's export process is the same as 3ds Max's, but with max you need a .cfg file with the "AlwaysExport: mount0 eye" stuff.
Hope this helps, or points you in the right direction.
- Ed Johnson