Game Development Community

Player orientation and collision- Answered

by Dave Young · in Artist Corner · 01/23/2006 (12:18 pm) · 2 replies

This should be a no-brainer for someone!

As unbelievable as this is, I have finally been able to setup my skeleton, export DTS and DSQ, and I can see my new animated player ingame, and as an AI.

I am down to my last 2 problems.

1) The player is facing 180deg the wrong direction on the Y axis. Towards the camera. I have tried the RotateAll function in Milkshape, and also manually rotating the root bone. Manual rotation breaks the animations of course, and RotateAll looks successful but does nothing in the end. The mount point is correct for the crossbow, but it is facing the proper direction. So it looks like the player is looking at the camera and holding the crossbow backwards!

2) There doesn't seem to be a collision box for the player. I used the bounds button to create the bounds mesh. I also created a Collision-1 mesh, which is a duplicate of the bounds mesh.

Sooooo close!!

#1
01/23/2006 (1:00 pm)
Collision problem solved, character was scaled too high, and needed the mesh named Collision-1, I had it spelled wrong ;(


Now just need to orient the player correctly and I am golden!
#2
01/24/2006 (8:07 am)
Ok, the Orientation problem turned out to be a whole can of worms which I finally worked out.

1) I had to make sure that there was a Bounds mesh.
2) I had to make sure that I did not export bip01.

After a little rotation of my mount0, my custom character is ingame and animated! woot!