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.
Armour mesh attachments
- QuestOfDreams
- Site Admin
- Posts: 1520
- Joined: Sun Jul 03, 2005 11:12 pm
- Location: Austria
- Contact:
Re: Armour mesh attachments
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.
Re: Armour mesh attachments
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".
Yet,i did nt use script commands,i used the attribute entity and attached it to the standard player via the entity name "Player".
Re: Armour mesh attachments
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.
-----
-----