The eye node in non-player objects.
by Hasitha · in Torque Game Engine · 03/12/2009 (8:39 pm) · 5 replies
I have the AdvancedCamera resource, and I'm having the camera following a spherical RigidShape in god view. The only problem is that the camera seems to be focused on a corner of the sphere, so when it rolls, the camera starts to focus on this corner spot, which is rotating with the rest of the sphere. The resulting wobbly effect kind of gives me motion sickness :)
Anyways, I figured that I could add an eye node to the center of the rigid model and the camera would instead focus on that, but it doesn't.
The hierarchy I set for the node in Blender was Shape -> Detail32 -> Armature.001 -> Pose -> eye
I also set useEyePoint = true in the datablock for the rigidshape. Nothing works. How should I approach this?
Anyways, I figured that I could add an eye node to the center of the rigid model and the camera would instead focus on that, but it doesn't.
The hierarchy I set for the node in Blender was Shape -> Detail32 -> Armature.001 -> Pose -> eye
I also set useEyePoint = true in the datablock for the rigidshape. Nothing works. How should I approach this?
About the author
#2
I'm wondering if you made the eye node in your rigid shape. Usually, the eye node is used for characters. When you model the character using 3D graphic tools, you are to insert it. But, as far as I know, if there is no eye node, engine choose it from the corner of bounding box automatically.
So, one solution for your problem can be adding a eye node in your rigid shape. Another is to use the inherent orbit mode camera. When you use the inherent orbit mode camera, be sure to make the center of the rigid shape to be (0,0,0).
Good luck to you
03/18/2009 (3:41 am)
Hi Hasitha,I'm wondering if you made the eye node in your rigid shape. Usually, the eye node is used for characters. When you model the character using 3D graphic tools, you are to insert it. But, as far as I know, if there is no eye node, engine choose it from the corner of bounding box automatically.
So, one solution for your problem can be adding a eye node in your rigid shape. Another is to use the inherent orbit mode camera. When you use the inherent orbit mode camera, be sure to make the center of the rigid shape to be (0,0,0).
Good luck to you
#3
03/18/2009 (4:53 pm)
Thanks. I tried adding an eye node, and I made sure the exporter exported it, but Torque still won't recognize it. Does Torque ignore the eye node for certain classes?
#4
You can check it out by clicking Shape Properties button. You will see many items having + sign on their heads. Among them you'll see "+ eye".
I don't think eye node is excluded as the rigidshape is the child of ShapeBase.
Few months ago, I made the camera follow the golf ball. It was using inherent orbit camera. The camera just followed the ball without special dynymic movement. In my TGE days, I tried the advanced camera. But in my opinion, that was not proper to the games like golf. So if you need to make the camera move more dynamically, then you'll have to make your own camera.
Hope this helps.
03/19/2009 (3:09 am)
If you exported it successfully, you should see the eye node when open it up in ShowTool.You can check it out by clicking Shape Properties button. You will see many items having + sign on their heads. Among them you'll see "+ eye".
I don't think eye node is excluded as the rigidshape is the child of ShapeBase.
Few months ago, I made the camera follow the golf ball. It was using inherent orbit camera. The camera just followed the ball without special dynymic movement. In my TGE days, I tried the advanced camera. But in my opinion, that was not proper to the games like golf. So if you need to make the camera move more dynamically, then you'll have to make your own camera.
Hope this helps.
#5
EDIT: I found my problem, and it was a lot simpler than I thought. It was teh lookAtOffset.
03/21/2009 (8:36 pm)
Sorry, to bother you again, but the eye node is indeed being exported. For some reason, I still can't get it to follow the eye node instead of the corner. I slept on it, and I'm trying out some ideas.EDIT: I found my problem, and it was a lot simpler than I thought. It was teh lookAtOffset.
Torque Owner Hasitha