Game Development Community

Weapon Mount Nodes Oriented Incorrectly

by Elliott Kelley · in Artist Corner · 07/14/2008 (9:03 pm) · 13 replies

I think it might be a problem with the parent order, or maybe i have an extra bone that i can't see.

but, the mountpoint is offset and rotated from where it is when it's exported.

i haven't had this problem with any other bones/nodes. when i make vehicles and turrets, they work perfectly, everything is oriented correctly. but everytime i try to make a weapon, it mounts to the wrong location and orientation.
i also can't figure out what i'm doing differently between weapons and vehicles/turrets.

also, all nodes that face forward on the y-axis work correctly.
when i offset from that rotation, the location and rotation don't math the blender version.
the difference is extremely confusing, but it isn't random.

i've tried making multiple weapons with different mountpoints, and i've tried deleting and recreating the armatures, deleting and recreating the mesh, and deleting and recreating everything.
i've tried renaming everything.
i've tried parenting the bones differently.

yes, my vehicles and turrets contain bones/nodes facing directions other than forward on the y-axis, and they all work correctly.


i'm extremely confused by this. i can't figure out why it's doing this.
does anyone know anything or have any ideas?

#1
07/15/2008 (10:41 am)
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#2
07/16/2008 (4:49 pm)
DTS Exporter 0.963
Blender 2.46

.blend file e-mailed.
#3
07/16/2008 (5:09 pm)
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#4
07/20/2008 (10:11 pm)
Awesome!
thank you very much!
#5
07/22/2008 (9:19 pm)
Wait. nope, that didn't work.

upon further inspection, it seems like the problem is caused by the exp-catch-root node being oddly placed. how would i be able to change the placement/scale of that?
#6
07/22/2008 (9:29 pm)
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#7
07/23/2008 (7:47 pm)
I've only used TorqueShowToolPro for mounting so far, i have not tried in-game.

currently, the exp-catch-root node is at the origin point.
in the version i sent you, before i applied scale and location, and before i reset the obdata centers, the exp-catch-root node as show in TSTP was not at the origin as shown in Blender.

also, currently, the muzzlepoint is also acting weird. i don't know if there's one direction that works anymore, i haven't experimented much since i applied scale and location.


*EDIT*
ah, i'm sorry. i was just confused before, and wasn't paying enough attention to the origin.
i'm wrong about the exp-catch-root node being out of place.


but the points still don't mount correctly. i'll show you some screenshots of what i mean in a minute.
#8
07/23/2008 (7:58 pm)
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#9
07/23/2008 (8:28 pm)
I'm sorry, i was wrong about the exp-catch-root node being out of place (i think). nothing i have right now has that problem, and i can't seem to cause the problem, so i think i was just confused because i was looking too hard.

so here's some screenshots of my problem. are you getting the same problem?

this is what i'm going to mount the weapon to; to the two points on the side (which are facing outward)
xs129.xs.to/xs129/08303/turret771.jpg.xs.jpg

this is the weapon (as you know). the muzzlepoint is the one at the muzzle, and the mountpoint is the one at the bottom, and is facing downward.
xs129.xs.to/xs129/08303/railgun362.jpg.xs.jpg

two weapons mounted via the mountpoint to the two points:
xs129.xs.to/xs129/08303/railgun_mounted997.jpg.xs.jpg

two weapons mounted via the muzzlepoint to the two points:
xs129.xs.to/xs129/08303/railgun_mounted3898.jpg.xs.jpg

one weapon mounted ia the exp-catch-root to one of the points (this one works):
xs129.xs.to/xs129/08303/railgun_mounted2955.jpg.xs.jpg


i'm still clueless as to why.
the most annoying part is that the nodes are displayed in the right location and orientation, so it SHOULD work. it's just... not working.


wait a minute. it's not just weapons that aren't working. trying to mount the turret to itself works with 2 of the points, and doesn't work with the other 3.

can torque or the exporter not handle disconnected nodes?
#10
07/23/2008 (8:35 pm)
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#11
07/23/2008 (8:48 pm)
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#12
07/23/2008 (10:14 pm)
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#13
07/24/2008 (7:28 pm)
Ok. so it's likely that TGE will work correctly? i'll try that soon then.