hi cyril :)
if i disable the physique modifier he drops back to
0,0,0
so that maybe the issue...
ill try moving him and let you know how it goes
:)
incidentally do you know how to resize an object in
3ds
i cant seem to do more than rescale its world space
interpretation
----- Original Message -----
Sent: Thursday, February 19, 2004 10:23
AM
Subject: Re: [Nel] animation
problem
Oops, forget the previous message..
Hi Andi,
> after loading into our game i notice that
after adding the skeleton our monster is half under the floor
> and facing the wrong way...
This is a classic issue, in max, when you create your biped, it looks at
the -Y axis to face the front view.
> same issue his tail went crazy and im sure
he enjoyed it but was pretty unbecomming even for a horny little
monster
Can you check this points before we go further:
The skin shape vertices are exported in world space
(it's a special case). At run time, vertices are moved back in bone local
space using the inverted "figure mode" bone world matrix and then transformed
in word space using the "current" bone world matrix. It means that
:
- whatever you may change on
your skeleton (position, posture, orientation, size) you have to reexport the
skin model.
- you have to be sure that
your skin shape, with physique modifier disabled, matchs the skeleton in
figure mode.
- the skin shape and the
skeleton have to be exported in figure mode.
I hope your monster will get back on form
:-)
Hld.
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