slight issue with custom weapons
by Drew Kario · in Artist Corner · 05/16/2010 (6:33 pm) · 3 replies
Hello all
Im having a slight issue with making custom weapons. The weapon is pointing 90 degrees away from the front and on its side. It is mounted on the mount0 and attached at the mountpoint.
www.apostrophed.com/images/Stuff/sideways.jpg
Im using 3ds max and previewing in showtool pro. For use in the TGEA/TGE engines.
Im working my way through the search pages now. If anyone can point out a good reliable source of steps for creating a weapon in torque, Im almost positive I can figure out the problem myself.
Im sure the problem lies somhow with how im making the mountpoint.
Thanks.
Im having a slight issue with making custom weapons. The weapon is pointing 90 degrees away from the front and on its side. It is mounted on the mount0 and attached at the mountpoint.
www.apostrophed.com/images/Stuff/sideways.jpg
Im using 3ds max and previewing in showtool pro. For use in the TGEA/TGE engines.
Im working my way through the search pages now. If anyone can point out a good reliable source of steps for creating a weapon in torque, Im almost positive I can figure out the problem myself.
Im sure the problem lies somhow with how im making the mountpoint.
Thanks.
#2
Simple rotating seems to be ineffective at changing the position, so i may have to reset the transforms with that box trick.
Thanks for the quick answer
05/17/2010 (11:42 am)
Recreated the node like you said and its no longer on its side. Thanks for that. Its still clipping 90 degrees through the model so i may have the gun pointing the wrong direction in max. What way is the barrel supposed to face when looking through the front viewport?Simple rotating seems to be ineffective at changing the position, so i may have to reset the transforms with that box trick.
Thanks for the quick answer
#3
Nor does rotating the base meshes and bounds and redoing the mountpoint node fix the issue.
Im at a bit of a loss now. I have no idea why changing the node position or deleting it and rotating the mesh would make mounting so completely off.
www.apostrophed.com/images/Stuff/wrong.jpg
05/17/2010 (12:41 pm)
After rotating the gun, its now completely off the mark where the mount point is concerned. Its clear off to the left of the character. I must be missing a step again.Nor does rotating the base meshes and bounds and redoing the mountpoint node fix the issue.
Im at a bit of a loss now. I have no idea why changing the node position or deleting it and rotating the mesh would make mounting so completely off.
www.apostrophed.com/images/Stuff/wrong.jpg
Associate Logan Foster
perPixel Studios
When you create any dummy in Max, its axis is aligned relative to the viewport you created it in. As such only in the top viewport will the axis be aligned to the world, everything else it will be offset by a factor of 90 degrees, hence the rotation you are seeing.
To fix this, you can just fix the node alignment so that its lined up right and re-export.