Actor moves sideways

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compiler
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Actor moves sideways

Post by compiler »

I compiled a universal woman in milkshape and then buildt it in actor studio, but it moves forward sideways in level. Can some one help?
:|
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steven8
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Post by steven8 »

Hello Compiler,

Welcome to the community!! When you say 'moves forward sideways', do you means moves in sideways fashion as though it has the wrong animation? Or her legs walk forward but she moves sideways?

Try viewing the actor in the actor viewer, also located in the tools folder along with astudio. See if the animations match what is supposed to happen.

Oh yes, you don't mean to say the actor isn't standing upright, do you? if that is the case, you need to adjust the actor rotation in the player set up entity.
Steve Dilworth - Resisting change since 1965!
compiler
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What i ment was...

Post by compiler »

Hi Steven8 and thanks for so quick response:D

...her animations are ok but in the level she moves sideways, for example when she runs towards me she does it sideways. Can i fix this in milkshape or where?
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steven8
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Post by steven8 »

Wow. I have never heard of that before. Try switching to the default virgil.act and see if he reacts the same.
Steve Dilworth - Resisting change since 1965!
compiler
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Post by compiler »

This is off the topic but in some post some one was wondering how to build the actor fast in actorstudio. It works when you type *.mot in the motions add box and then browse for actor which has the motions. Thats the way i buildt my universal woman :P
compiler
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Post by compiler »

steven8 wrote:Wow. I have never heard of that before. Try switching to the default virgil.act and see if he reacts the same.
Really? No wonder i didnt find help when i did search lol. Virgil moves correctly and he's the one i took the mot files from. Nadia.act works too so i guess i did something funny in milkshape.

BTW, when i import nadia.bdy in milkshape it lies on her stomach but universalwoman was standing correctly...maybe i should put the UW on her stomach too and then save the bdy...i just dont know how to do that but i give it a try. Thanks for help:)
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steven8
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Post by steven8 »

I'm wondering. If I recall right, the two actors have to share the same skeleton to be built that way? I'm not sure. maybe that could be causing the fidler crab syndrome you're seeing in universal woman?
Steve Dilworth - Resisting change since 1965!
compiler
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Post by compiler »

I don't know nothing about skeletons except that i used the skeleton that camed with UW. I tried rotating her but she was separated from her skeleton and i don't know how to move/rotate both mesh and skeleton at the same time :?

If someone knows the solution i'd be more than happy:)
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steven8
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Post by steven8 »

I believe you have to rotate the skeleton by the root bone to move the whole thing. try Select>All, then grab the root bone and rotate the whole thing. I don't have Milkshape at hand to check, as I am at work. Let us know if that works.
Steve Dilworth - Resisting change since 1965!
compiler
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Post by compiler »

Okay, i tried but wasn't succesfull, i'm not sure what is the root bone, in one tut page said it is hip but only the skeleton moved when i tried rotating. Sigh :?
I try it again later and let you know how it went. Thanks for help again:)
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steven8
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Post by steven8 »

I'm leaving work here in a minute. I'll try at home and see. I know i've done it, but can't remember how. :roll:

We'll figure this thing out!!
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QuestOfDreams
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Post by QuestOfDreams »

If the animations are correct, but the actor is facing the wrong direction you have to specify the appropiate rotation in the PlayerSetup entity:

ActorRotation - Rotation values in degrees required to orient player correctly

http://docs.realityfactory.info/0.76.1/index.htm
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steven8
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Post by steven8 »

I thought that it would just make it walk sideways in a different direction if you changed the actor rotation, but if QOD (The programmer of RF) says it is so. . .then it is so!! Here is the direct link to the player setup page with a description of the actor rotation:

http://docs.realityfactory.info/0.76.1/PlayerSetup.htm

Also, I remembered how to rotate both the mesh and the skeleton. You have to rotate the mesh to how you want it, then rotate the skeleton to match the mesh in the new position. To select the root bone, go to the Joint Tab and click on the first joint in the list (at the top). Then go back to the front tab to move and rotate the skeleton as required. When you move the first (root) joint (bone) all the rest will follow and hold their positions.
Steve Dilworth - Resisting change since 1965!
compiler
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Post by compiler »

"If the animations are correct, but the actor is facing the wrong direction you have to specify the appropiate rotation in the PlayerSetup entity"

She is nonplayercharacter, do i have to specify her in the playersetup too?, i have already given her these values in pawn.ini 0 90 0 to make her stand up correctly.

I rotated both mesh and bones in milkshape and saved it as new bdy which i then compiled in actorstudio and the result was really funny; her animations looked like she had gone mad, hands swinging from side to side while running lol. Should i have assigned the joints again after rotation?

Here's screenshot i took. Both actors are facing the same direction in the level. When i select universalwoman the arrow points the direction she is looking at and when i select virgil the arrow points at left and yet virgil moves okay in the level but universalwoman sideways...?

Thank you for your patience :D
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compiler
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Post by compiler »

Small correction to my previous post, virgils arrow points to the right.
:)
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