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Post by menaceman44 on Feb 2, 2018 10:18:41 GMT -5
THANK YOU necrodog !!!# 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.
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Post by Leniad on Feb 2, 2018 11:13:42 GMT -5
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.
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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.
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Post by Leniad on Feb 2, 2018 13:30:44 GMT -5
This is what I did, so maybe that will help
These are the transform values I added to the edit container slot in the slot of warehouse
slot8 -1,0,0,0,0,0,0,0,0,0,-1,0,0,0.8,0.25,1 (12 o'clock) 0deg slot3 -0.7071068,0,0.7071068,0,0,1,0,0,-0.7071068,0,-0.7071068,0,0.5,0.8,-0.25,1 (2 o'clock) 45deg slot7 -1,0,0,0,0,1,0,0,0,0,-1,0,0.55,0.8,0,1 (3 o'clock) slot1 0.862093,0,0.50675,0,0,1,0,0,-0.50675,0,0.862093,0,-0.5,0.8,-0.25,1 (4 o'clock) slot5 -0.7071068,0,-0.7071068,0,0,1,0,0,0.7071068,0,-0.7071068,0,0,0.8,0.15,1 (5 o'clock)-45deg slot4 0.7071068,0,-0.7071068,0,0,1,0,0,0.7071068,0,-0.7071068,0,0,0.8,0.6,1 (6 o'clock) slot6 0.5,0,-0.866,0,0,1,0,0,0.866,0,0.5,0,-0.27,0.8,0.47,1 (8 o'clock) slot9 1,0,0,0,0,0.0003019571,-0.999698,0,0,0.999698,0.0003019571,0,-0.55,0.8,0,1 (9 o'clock) 270deg slot2 -1,0,0,0,0,0.92388,0,0,0,0,-1,0,0.5,0.8,0.25,1 (10 o'clock) slot10 0.5,0,0.866,0,0,1,0,0,-0.866,0,0.5,0,-0.3,0.8,-0.45,1 (11 o'clock)
I got the deco slots working, although one of them seems a little wonky.
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Post by Leniad on Feb 2, 2018 22:53:50 GMT -5
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.
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Post by brujah on Feb 5, 2018 0:00:06 GMT -5
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. From the front | | From the right rear | | From the bottom right rear | | From the bottom | |
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Post by brujah on Feb 5, 2018 23:06:24 GMT -5
I can definitely help you with that. See the images and table below. Images in Blender:From the top | | From the front | |
Images in Game:From the front | | From the left | |
Table: | Bone Location (X,Y,Z) | Bone Orientation (Quaternion X,Y,Z,W) | Slot Transform | _ctnm_spawn_1 | 0.27698,0,0.25544 | 0,0.9496992,0,0.3131638 | -0.803857,0,-0.5948227,0,0,1,0,0,0.5948227,0,-0.803857,0,0.27698,0,0.25544,1 | _ctnm_spawn_2 | 0.06248,0,-0.61518 | 0,-0.7337002,0,0.6794733 | -0.07663202,0,0.9970589,0,0,1,0,0,-0.9970589,0,-0.07663202,0,0.06248,0,-0.61518,1 | _ctnm_spawn_3 | 0.27854,0,-0.51041 | 0,-0.8533188,0,0.5213895 | -0.456306,0,0.8898229,0,0,1,0,0,-0.8898229,0,-0.456306,0,0.27854,0,-0.51041,1 | _ctnm_spawn_4 | 0.18809,0,0.73472 | 0,0.8178134,0,0.5754834 | -0.3376375,0,-0.941276,0,0,1,0,0,0.941276,0,-0.3376375,0,0.18809,0,0.73472,1 | _ctnm_spawn_5 | -0.29372,0,0.58046 | 0,0.5606968,0,0.8280212 | 0.3712382,0,-0.9285377,0,0,1,0,0,0.9285377,0,0.3712382,0,-0.29372,0,0.58046,1 | _ctnm_spawn_6 | -0.68244,0,0.34894 | 0,0.2807756,0,0.959773 | 0.8423301,0,-0.5389617,0,0,1,0,0,0.5389617,0,0.8423301,0,-0.68244,0,0.34894,1 | _ctnm_spawn_7 | -0.93508,0,-0.42764 | 0,-0.1761743,0,0.984359 | 0.9379252,0,0.3468375,0,0,1,0,0,-0.3468375,0,0.9379252,0,-0.93508,0,-0.42764,1 | _ctnm_spawn_8 | -0.81132,0,-0.16198 | 0,-0.05975936,0,0.9982128 | 0.9928576,0,0.1193051,0,0,1,0,0,-0.1193051,0,0.9928576,0,-0.81132,0,-0.16198,1 | _ctnm_spawn_9 | -0.74784,0,-0.48314 | 0,-0.2788403,0,0.9603375 | 0.8444962,0,0.5355616,0,0,1,0,0,-0.5355616,0,0.8444962,0,-0.74784,0,-0.48314,1 | _ctnm_spawn_10 | -0.65733,0,-0.63058 | 0,-0.3599968,0,0.9329535 | 0.7408046,0,0.6717205,0,0,1,0,0,-0.6717205,0,0.7408046,0,-0.65733,0,-0.63058,1 |
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Post by Leniad on Feb 6, 2018 10:16:15 GMT -5
Awesome Brujah. Just one question.
The bone location is changed the the rig (bone x,y,z position entries) and the slot rotation under the slot/container slot transform. where is the bone quaternion added? local transform of bone?
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