psionic zombie file
Blitz3D Forums/Blitz3D Beginners Area/psionic zombie file
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I am using the zombie generously offered by Psionic as a place holder and the zombie works great, anims work great, but when I "pointentity" he comes at me with his back turned to me...as in he walks backwards. I rotate him on load, but it does no good, as soon as he spots me he walks backward with his back to me. Any ideas how I can make him walk the correct orientation- i.e flip around? thx |
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rotatemesh. |
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@ Yavin- well it now faces me using RotateMesh, but the mesh is all messed up. And the legs doubled, but still animate. Just has scattered Verts. aakkk |
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it probably has to do with the model's local 0,0,0 position. In modelers, there's a grid with a point 0 in it, depending on the models rotation within the modeler, pointing it to an entity can mess it up. I too had this problem in my game, and found that the solution is to go into a modeler with the model in it, and rotate it 180 degrees so it faces the other way. |
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@ chwaga- thx, but I have no way to load the models in a modeller.... :( I use Max6, but I do not have a .x importer, and to my knowledge Max has no .b3d importer. |
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If its just temporary placeholder, Reverse the pointentity Ex: Pointentity Zombie,PointAt Turnentity Zombie,-180,-180,-180 Thats off the top of my head, may have to tweak it a bit. |
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yeah, pointing then turning would work also. |
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To use the Psionic zombie in a regular fashion you can attach it to a pivot then use the pivot for positioning and collision while retaining the model for picking etc. This should get you going: |
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Ok, thx guys. It dawned on me to just download the Milkshape Trial, rotate all aspects of the model, the re-export it to b3d. And walla, it works great. |
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I know others have used this model and haven't reported a problem with it (to my knowledge). Got a link where I can download it? |
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Link to Psionics stuff is; http://www.psionic3d.co.uk/gallery/thumbnails.php?album=2 |
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Ah. From the readme: NOTE: He also needs to be rotated 180 degrees because He's currently facing the camera on IMPORT (unless thats what you want) |
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for milkshape if you want your mesh to face the right way then you must have it facing away from the camera labeled front |
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The reason the mesh whacked out like that is because Blitz3D only rotated the mesh, not the rig. I remember that problem. Good job sorting it out :). |