Trying to rotate a toddler foot slot has been driving me nuts. What I was doing was correct but I was using the wrong axis to rotate around.
Do the x,y,z axis not match between blender and game rotation? I was rotating around the Z axis like I would do if I just wanted to change the direction an object faced. But here you have shown I should have been rotating around the Y axis instead.
Either way, THANK YOU. I can now continue on with my project.
Did you use the quaterion number to rotate? I tried making it work with harvestable slots and never got it to work, but I did get the deco slots to work, so it may act different with different types of slots.
Post by menaceman44 on Feb 2, 2018 12:29:23 GMT -5
I opened an object in blender and switched to quarternion co-ordinates which I filled with the ones I had from the original slot position. Then I selected the mesh and pressed R for rotation, then locked it to the Y axis and then entered a value of 45 degrees followed by Enter. I took the new quarternion values and put them in place of the originals in my package and that was it.
Not sure which is wonky. this was over a year ago, I spent days trying to get that far and it was close enough. Tried to get to the real point which was to get spawning slots to rotate and it didn't work. Punted the whole idea.
I took a look and I can tell you that all of the spawn bones have the orientation set to Identity. Here's a couple shots in blender of what I think you're looking for. These are all for the first spawn bone.
If this IS what you were looking for I can help you set the right location/rotation.
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