Player Orientation
by Joe Melton · in Torque 3D Professional · 08/04/2010 (12:01 am) · 10 replies
So I was working on a player model, got it rigged, animated, etc., and then I realized that it was facing in the wrong direction. Is there a quick way to reverse the direction the player, biped, etc. are facing so it can import properly, without having to redo the animations?
Thanks.
Thanks.
#3
I think what I'd have to do is somehow reverse the world coordinate system. Unfortunately, I don't know how to do this in 3ds Max...if it's even possible.
08/04/2010 (12:48 am)
That didn't work for me. I ended up with the model all stretched out because it's linked to the biped (via skin modifier). I think what I'd have to do is somehow reverse the world coordinate system. Unfortunately, I don't know how to do this in 3ds Max...if it's even possible.
#4
there you will see the "move all mode"(you may need to open a collapsed section of the utility rollout to find this button).
2. After you press the button, rotate the model the correct direction.
3. re-click the button to turn the function off
4. eat soup and praise triumph!
08/04/2010 (6:22 am)
1. select the 'bip01' node/bone and then go to the animation tab..there you will see the "move all mode"(you may need to open a collapsed section of the utility rollout to find this button).
2. After you press the button, rotate the model the correct direction.
3. re-click the button to turn the function off
4. eat soup and praise triumph!
#5
08/04/2010 (6:49 am)
You rule, dude. Thanks.
#6
I seem to have this problem with some weapon models - they face the player as opposed to the enemy! :-)
Does anyone know of a way to set the direction of the weapon model via code/script without having to modify the weapon models themselves?
Cheers!
11/08/2010 (7:05 pm)
Hmmm slightly older topic this... BUT:I seem to have this problem with some weapon models - they face the player as opposed to the enemy! :-)
Does anyone know of a way to set the direction of the weapon model via code/script without having to modify the weapon models themselves?
Cheers!
#7
datablock ShapeBaseImageData(RocketLauncherImage)
just add a rotation.
// The model may be rotated
rotation = "0.0 0.0 1.0 90.0";
11/08/2010 (8:25 pm)
in the datablock (I will use rocket launcher for this) indatablock ShapeBaseImageData(RocketLauncherImage)
just add a rotation.
// The model may be rotated
rotation = "0.0 0.0 1.0 90.0";
#8
11/09/2010 (11:42 am)
Works great! But this only seems to affect the model in 3rd person mode ?
#9
Or else you might have to mess with source code...
11/09/2010 (7:36 pm)
Quote:Works great! But this only seems to affect the model in 3rd person mode ?Probably, i have personally never used this method to fix this problem. Therefore i recommend you trying the way i use to fix this, which is to rotate the pivot point of the model so the Y axis is facing the same way as the weapon should.
Or else you might have to mess with source code...
#10
11/09/2010 (7:48 pm)
That's what I figured I'd have to do! Was just clinging to a glimmer of hope that a quick fix solution might exist. Oh well!
Torque 3D Owner Chris