Correcting Entity Rotation In Game
Blitz3D Forums/Blitz3D Beginners Area/Correcting Entity Rotation In Game
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I'm trying to fix my model's rotation to face front and at the same time trying to move it and follow an object. My model is in b3d format. Any help is also appreciated on fixing it with software. |
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front in Blitz3d is +Z back is -Z left is -X right is +X up is +Y down is -Y so in your modeling app, you must rotate your mesh toward the +Z |
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There is a command to set the loadermatrix which can come in handy too. |
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Thanks guys I will try both of these methods. @Matty I already made some experiments with loadermetrix command, does it support "b3d" format? I'm trying to flip my mesh in different settings but it doesn't make any changes whatsoever.. |
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You're better off fixing your model's orientation in Blender or whatever, rather than trying to correct it in Blitz3D. |
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Ok Gfx, I guess I should edit this My only problem with blender is it generates a larger b3d file size using the blender exporter and removes the smooth faces/normals of the original mesh. Anyone recommend a better software tool or pipeline? thanks. |
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I use Fragmotion and i like the results. |
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Hey RemiD, I have used Fragmotion in the past but I'm not that familiar with the interface. Do you have any tips on how to rotate animated meshes using that tool? Thanks |
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If you have already created the animations it would probably be easier to rotate your rigged skinned animated mesh in Blitz3d (with rotateEntity()). |
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My problem is the entity has basic AI (linepick) also turning and moving at the same time. How do I suppose to get around and apply rotateEntity? |
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Parent the entity to a pivot and rotate the pivot instead.. |
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create a root pivot (which you will turn move to turn move the character/vehicle) load your rigged skinned animated mesh rotate the rigged skinned animated mesh with rotateentity set the rigged skinned animated mesh as a child of the root pivot with entityparent in the mainloop : turn move the root pivot to turn move all the components of the character/vehicle |
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Thanks Matty and RemiD for this tip! I will definitely try this with my setup :D |