Player Facing Wrong Direction- Answered
by Dave Young · in Artist Corner · 02/22/2006 (9:55 am) · 3 replies
Ok, how embarassing is this? A month ago I had this problem with a converted rig. I'm going through the exact same pipeline and hit the problem again, I am not sure what I did to fix it....
He is facing 180 degrees in the wrong direction and moving opposite of what I press, but he is using the correct animations to do it.
Pressing forward plays the forward animation, and he runs in the direction he is facing, which happens to be at the camera. Same thing with 'back', he plays the back animation but because he is facing the camera he actually moves forward. Left side step and he moves to the right, etc.
The kicker is that the AIPlayer with the same model and animation sequences looks great, and is running around in the proper direction.
I have a model, a collision mesh, and a Bounds0 mesh that was created by the DTS exporter, which also created a root node. I am using a cfg file:
I have tried rotating things around quite a bit to no avail.
I am going to keep plugging and hope I find what I did to fix this last time. In the meantime, if anyone has any insight...
He is facing 180 degrees in the wrong direction and moving opposite of what I press, but he is using the correct animations to do it.
Pressing forward plays the forward animation, and he runs in the direction he is facing, which happens to be at the camera. Same thing with 'back', he plays the back animation but because he is facing the camera he actually moves forward. Left side step and he moves to the right, etc.
The kicker is that the AIPlayer with the same model and animation sequences looks great, and is running around in the proper direction.
I have a model, a collision mesh, and a Bounds0 mesh that was created by the DTS exporter, which also created a root node. I am using a cfg file:
AlwaysExport: eye cam mount0 //mount1 //jetnozzle0 NeverExport: Bip01 Root Bip01 L Finger* Bip01 R Finger* Dummy* Bip01 L Toe* Bip01 R Toe* start01 mountpoint DELETE* //Ski0 //Ski1 Light0 Light1 //Mount1 //Mount2 +Error::AllowEmptySubtrees +Error::AllowCrossedDetails +Error::AllowUnusedMeshes -Error::AllowOldSequences -Error::RequireViconNode -Param::CollapseTransforms //=Params::T2AutoDetail -1
I have tried rotating things around quite a bit to no avail.
I am going to keep plugging and hope I find what I did to fix this last time. In the meantime, if anyone has any insight...
#2
If you are using milkshape you could try doing the same thing? I think that you are just gonna have to rotate
the lot.
02/22/2006 (9:29 pm)
If you are using max rotate the bounding box 180If you are using milkshape you could try doing the same thing? I think that you are just gonna have to rotate
the lot.
#3
An update is that I tried loading him up in ShowTool, and he comes in fine, with his axises pointing in the correct direction. (green arrow facing forward).
He still is backwards in the game.
[EDIT]
It worked all along... I was using a mod to see through the eyenode, and the eye node or cam node must be rotated wrong. I disabled the mod and it works great.
02/23/2006 (3:33 am)
Thanks for the tips guys, I have tried those both in multiple flavors, the MirrorAll craskes milkshape :( I have tried the Animate->RotateAll and Animate->SMD Adjust Keys, as well as manually rotating.An update is that I tried loading him up in ShowTool, and he comes in fine, with his axises pointing in the correct direction. (green arrow facing forward).
He still is backwards in the game.
[EDIT]
It worked all along... I was using a mod to see through the eyenode, and the eye node or cam node must be rotated wrong. I disabled the mod and it works great.
Evi - Cubix Studio
in Milkshape there is a tool to flip your model (including all the animation), it's on menu bar, Tools -> Mirror All
from Milkshape help file:
Mirror All
This tool allows the model to be mirrored without selecting anything. This is useful when you are symmetrically modeling something in several groups. The three options for mirroring are left to right, top to bottom and front to back
hopefully that will fix your problem :D
evi
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