Pointentity backwards with milkshape animation.
Blitz3D Forums/Blitz3D Beginners Area/Pointentity backwards with milkshape animation.
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Hi, I had the same problem with wings 3d until I learned to make all entities facing the "Z" direction. Now when I make a milkshape character it is 180 degrees around, though I make it in the "Z" direction in milkshape's quadrant setup. Would making the entity backwards in milkshape fix this? Is there a way to make point entity turn 180 degrees? (command pointentity 180,0,0) Any input on why the quadrents are reversed? I use the .x file imports from milkshape. Am I just turned around? Gerald |
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Yep, flip the model 180 degrees in your modeling program. I don't think RotateEntity after loading it will work in this case. I tried that once and the bones didn't rotate with the model...was quite comical. |
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You could create your own loadmesh function ....Function MyLoadMesh( Filename$, Parent = 0 ) local Mesh Mesh = Loadmesh ( filename, Parent ) Rotatemesh Mesh, 0, 180,0 return Mesh End function And if the mesh has children create a similar loadanimmesh function using rotatemesh on the root entity and rotateentity (local coords) by 180 degrees on all the children and their children etc... |
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Um, you can either rotate the model in Milkshape (best way), or you can use LoaderMatrix() to automatically set the orientation at loadtime. |
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Hi, I'll try 180 rotate in milkshape. Thanks Gerald |
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Hi, It worked. making the player character "backwards" (looking at its back in milkshape quadrant work area) works. I can remove all the 180 rotations for the action (shoot/bullet) areas. I guess the colored line is just a location indicator not a pointer. Thanks, Gerald |