player spins in seat when mounted!! help??
by deepscratch · in Torque 3D Professional · 02/21/2011 (3:49 pm) · 6 replies
hi all,
I've been doing some major changes to the player and vehicle classes, and somewhere along the way this started happening,
I really have no idea when or why this began happening,
but,
does anyone have a solution to this?
an idea on stopping this rotation?
I would be ever so greatful.
thanks
I've been doing some major changes to the player and vehicle classes, and somewhere along the way this started happening,
I really have no idea when or why this began happening,
but,
does anyone have a solution to this?
an idea on stopping this rotation?
I would be ever so greatful.
thanks
About the author
email me at medan121@gmail.com
Recent Threads
#2
If the major changes to Player are the stuff we've been working on, the problem shouldn't be there. Mounting, as far as I've left it, works fine.
It's not the case that rotation isn't being copied, it seems like the character is actually counter-rotating. Is the rotating character your actual driver? If so, it's strange that the camera transform isn't affected. Maybe see if you can trace the differences between calls to getCameraTransform and getRenderTransform.
02/22/2011 (4:33 am)
Interesting. What do the major changes involve?If the major changes to Player are the stuff we've been working on, the problem shouldn't be there. Mounting, as far as I've left it, works fine.
It's not the case that rotation isn't being copied, it seems like the character is actually counter-rotating. Is the rotating character your actual driver? If so, it's strange that the camera transform isn't affected. Maybe see if you can trace the differences between calls to getCameraTransform and getRenderTransform.
#3
My reason for asking is; during the development for the Combat Starter Kit, I found that my 'seat' nodes were at first parented to the vehicle. My driver object would not mount correctly, always had a rotation offset!
Once I 'unparented' the 'seat' mountPoints...the driver mounted fine: and it was only the driver seat I believe that was doing this? Never got a 'answer' from coders/scriptors what was happening...I just made the art work; whatever it took!
Good luck!
02/22/2011 (4:40 am)
How is your art setup? With regards to the 'nodes' for mounting...is the mountPoint for the driver 'parented' to another node in the DTS shape, or is is 'unchained' from a 'parent'.My reason for asking is; during the development for the Combat Starter Kit, I found that my 'seat' nodes were at first parented to the vehicle. My driver object would not mount correctly, always had a rotation offset!
Once I 'unparented' the 'seat' mountPoints...the driver mounted fine: and it was only the driver seat I believe that was doing this? Never got a 'answer' from coders/scriptors what was happening...I just made the art work; whatever it took!
Good luck!
#4
When the object is mounted,you should ignore the input data.
At the beginning of processTick() try with this one:
02/22/2011 (4:44 am)
It looks like the rotation is related to the input.When the object is mounted,you should ignore the input data.
At the beginning of processTick() try with this one:
if(isMounted())
{
Move temp;
temp = NullMove;
move = &temp;
}
#5
02/22/2011 (11:18 am)
Put that Move temp outside of the if block - otherwise it comes off the stack at the end of that if statement and you have a pointer pointing to whatever else the compiler gods see fit to put in its place...
#6
no, the changes don't include your mods, after what you mentioned, I removed the mods.
I tried Ivan's suggestion, but it had no effect at all.
@Rex,
I tried parented and unparented, same thing.
so I went with doing something a bit different.
thanks all.
02/27/2011 (9:17 pm)
@Daniel,no, the changes don't include your mods, after what you mentioned, I removed the mods.
I tried Ivan's suggestion, but it had no effect at all.
@Rex,
I tried parented and unparented, same thing.
so I went with doing something a bit different.
thanks all.
Torque Owner elvince
Neo Studio
Did you try to check the mount node orientation in your shape?
And do the same check on your car.
Is it the same with gideon?