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Independent rotation on mounted object

by Emily Roxworthy · in Technical Issues · 01/14/2011 (12:10 am) · 3 replies

Hello,

How do you rotate a mounted object independently from the model that it is mounted on? I'm trying to create an arrow above a character's head that constantly points to a certain location. I'm not sure how to set the rotation of a mounted object, as well as when to script an update of the rotation.

#1
01/18/2011 (11:39 pm)
So I see now that I can use setTransform to change the mounted object's rotation in world space or use mountRot, but I still don't know how to fluidly update this rotation.

Edit: I've read something on the forum here for scaling a mounted object, which I could possibly apply to rotation here, but that solution required source, which I don't have.
#2
01/20/2011 (8:40 am)
If you call setTransform from a script,this will skip the interpolation and rotation will be jerky.
You should rotate this on the c++ side.
#3
01/20/2011 (1:34 pm)
I don't have access to source, I only have a studio version of T3D. Is there anything I can do in script?

I've tried using both a mounted and non-mounted solution. The mounted solution uses mountRot, but the rotation value won't take effect until I manually hit enter in the mountRot field in the World Editor. The non-mounted solution has the jerky issue with both the rotation and repositioning.