Mount point rotation in Milkshape?
by Mike Stoddart · in Torque Game Engine · 09/04/2002 (12:48 pm) · 5 replies
I added an extra mount point to the car model that comes with Torque. Is there a way to specify the rotation of the mount point in Milkshape, so that it determines which direction your player faces when you mount the vehicle? Or should this be done purely in the scripts?
Thanks
Thanks
#2
09/04/2002 (5:26 pm)
Rotating the joint? Yes, but it didn't make a difference. I'm wondering if I need to get the transform of the joint in the code.
#3
cam and eye wanted to start inverted.
01/09/2004 (2:22 pm)
Try adding another joint to it for a handle. This worked for me whencam and eye wanted to start inverted.
#4
The [0] refers to the mountpoints itself (so Mount1 would be mountPose[1] for example)
The mountPointTransform is important here, it works in the same way as the values for moving/rotating etc something in the editor. First 3 values = position, last 3 values = rotation.
Hope this helps.
01/09/2004 (3:21 pm)
This is done in script. you know where you set up your mount points in the datablock for the vehicle... well heres an example:mountPose[0] = "Sitting"; mountPointTransform[0] = "0 0 0 0 0 1 0";
The [0] refers to the mountpoints itself (so Mount1 would be mountPose[1] for example)
The mountPointTransform is important here, it works in the same way as the values for moving/rotating etc something in the editor. First 3 values = position, last 3 values = rotation.
Hope this helps.
#5
of cam/cam-dir after it came out inverted.
// It's really hard to drive when the view is inverted...
// Then 3 exports later staring at the sky.
Hehehe... Live and Learn. :)
01/09/2004 (4:04 pm)
I wish I'd known that.. I spent 20 minutes tweaking the rotationof cam/cam-dir after it came out inverted.
// It's really hard to drive when the view is inverted...
// Then 3 exports later staring at the sky.
Hehehe... Live and Learn. :)
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