Jump to content


Animation Issues


6 replies to this topic

#1 CoLT

    Cuboning!

  • Project Team
  • 1611 posts
  • Projects: Untitled, Generation X, March of the Cursed Reich (Working Title)

Posted 12 August 2012 - 15:10

I've managed to rig up my walker model with Inverse Kinematics. However, after doing all that I've realised that the whole model is facing the wrong way and also way too big. Is there any way that I can resize and rotate my model without having to redo the whole animation?
Posted Image

#2 n5p29

    Lurker

  • Project Leader
  • 1417 posts
  • Projects: NProject Mod, Recolonize, Tidal Wars

Posted 13 August 2012 - 13:03

check technical turret. the technical dude also facing the wrong way (backward instead to front side).

#3 CoLT

    Cuboning!

  • Project Team
  • 1611 posts
  • Projects: Untitled, Generation X, March of the Cursed Reich (Working Title)

Posted 13 August 2012 - 13:09

Wouldn't work. Technical turret is read as a turret so it can just use the TurretArtAngle = 180 line to rotate the technical gunner. My issue is that my walker is facing the wrong way (as in, the whole model) and the scale is too big.
Posted Image

#4 n5p29

    Lurker

  • Project Leader
  • 1417 posts
  • Projects: NProject Mod, Recolonize, Tidal Wars

Posted 13 August 2012 - 13:14

well, just redo it. unless the model animated using infantry animation, you could just rotate the whole thing.
(and I hope it's a normal animation, because worldwrapping broke the shadow)

#5 Zeke

    The X General

  • Project Team
  • 3504 posts
  • Projects: Deep Impact (formerly EC)

Posted 14 August 2012 - 03:53

Well usually when I have to duplicate something with complex animation (like a deploy leg) I link it to a dummy bone then just rotate the bone. Maybe you could just link everything to a central chassis then rotate it.

#6 CoLT

    Cuboning!

  • Project Team
  • 1611 posts
  • Projects: Untitled, Generation X, March of the Cursed Reich (Working Title)

Posted 15 August 2012 - 11:32

I redid the animation already. It was buggy anyway. But does that method work for scaling as well?
Posted Image

#7 Zeke

    The X General

  • Project Team
  • 3504 posts
  • Projects: Deep Impact (formerly EC)

Posted 16 August 2012 - 03:07

yep, as long as you only scale the main mesh.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users