Rigged mesh goes head over heels when MaskNodesHandsOff is used.
by Sorin Daraban · in Torque 3D Professional · 11/30/2012 (12:00 pm) · 1 replies
As the title says, I have a rigged mesh that I downloaded off the Internet.
When I try to manually control the Spine or the Pelvis bone by code, the shape goes head over heels in T3D 1.2. I use MaskNodesHandsOff, in code, to turn off animation on any of the above mentioned bones.
Any idea why this happens and how to fix this problem?
I searched all over the net, and I found out about 'Zeroing Out' bones in Milkshape. Not a good option, as I have to re-animate all the bones, and I'm not an artist.
I also know about how the turretShape (kind of) works, as well, I'm aware of all the resources and discussions available here on the resource and forum pages.
Thx.
When I try to manually control the Spine or the Pelvis bone by code, the shape goes head over heels in T3D 1.2. I use MaskNodesHandsOff, in code, to turn off animation on any of the above mentioned bones.
Any idea why this happens and how to fix this problem?
I searched all over the net, and I found out about 'Zeroing Out' bones in Milkshape. Not a good option, as I have to re-animate all the bones, and I'm not an artist.
I also know about how the turretShape (kind of) works, as well, I'm aware of all the resources and discussions available here on the resource and forum pages.
Thx.
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