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?
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Animation Issues
Started By CoLT, Aug 12 2012 15:10
6 replies to this topic
#1
Posted 12 August 2012 - 15:10
#2
Posted 13 August 2012 - 13:03
check technical turret. the technical dude also facing the wrong way (backward instead to front side).
NProject Mod -- Recolonize -- Tidal Wars
#3
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.
#4
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)
(and I hope it's a normal animation, because worldwrapping broke the shadow)
NProject Mod -- Recolonize -- Tidal Wars
#5
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
Posted 15 August 2012 - 11:32
I redid the animation already. It was buggy anyway. But does that method work for scaling as well?
#7
Posted 16 August 2012 - 03:07
yep, as long as you only scale the main mesh.
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