Armour mesh attachments

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Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Armour mesh attachments

Post by Veleran » Sun Jul 27, 2008 2:19 pm

I read about the new attachment feature for Pawns.

I tried to attach an attribute (that has the same skeleton with the player and fits)
to the standard player,and
1.the attribute keeps always the same orientation in space,does not animate with the player and,
2.as the player moves it gets left behind a little,and when the movement stops it moves back in "place".This last does not happen when i switch to openGL driver.

What do you suggest-
should i try to find scripted player demos and switch to a Pawn player,or
wait untill the armour attachments works also for the standard player?

In case nothing is done with the standard player attachments,
i will propably have to
1.Keep the standard player and use the same mesh shape and change armour materials
or
2.Try the pawn player and hope that i will find a somewhat "complete" scripted player script which includes hud,inventory,saving attributes between levelchange etc.

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QuestOfDreams
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Re: Armour mesh attachments

Post by QuestOfDreams » Sun Jul 27, 2008 4:01 pm

These script commands DO work as you can see in 2 of the demo levels. If I remember correctly I had a similar problem at first but rebuilding the actor fixed it. So make sure you've assigned the vertices to the correct bone(s) and re-export the actor from your modeling program.

Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: Armour mesh attachments

Post by Veleran » Sun Jul 27, 2008 6:16 pm

You mean the script commands for pawns?No doubt they work.
Yet,i did nt use script commands,i used the attribute entity and attached it to the standard player via the entity name "Player".

Jay
RF Dev Team
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Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Re: Armour mesh attachments

Post by Jay » Sun Jul 27, 2008 8:06 pm

I think those two attaching funtions work differently. Attaching an entity to another entity or the player in the editor only lets the entity update its position, and not their animations.
Everyone can see the difficult, but only the wise can see the simple.
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