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Actors buried up to their waists

Posted: Wed Sep 06, 2006 2:48 pm
by Larryboy
Hello
I'm new to all of this. I've been studying the demo and trying to create a room full of dancing girls as StaticEntityProxies (as in the demo). Trouble is they are buried up to their wastes. I tried putting another block for them to stand on and now they are higher, but still buried the same amount. I even created my own character in truespace and the same thing hapened to him.

Any help gratefully received.

image of problem at http://www.weedicom.co.uk/RF.jpg . also shows initial positions of actors in RF Edit Pro

Posted: Wed Sep 06, 2006 3:06 pm
by jonas
Welcome to the forums Larryboy! That's strange, looks like you have it set up right. So it does the same thing with out the cube in the floor? I think it must be placing their basebone on the surface.

Posted: Wed Sep 06, 2006 5:50 pm
by scott
if you turn subject to gravity off then this will be fine, if they start in the floor, try rasing the entity up a bit higher, its something to do with the bounding box or level of collision, i havnt played around with these much as this is what i am learning ym self right now.

Posted: Wed Sep 06, 2006 8:13 pm
by Larryboy
Thanks for your replies

Jonas - I didn't quite understand the basebone thing but I've just downloaded the free ebook pdf so will look in there.

Scott - Switching the gravity off helps but I still need my dancing girls a couple feet higher in RF Edit Pro for them to appear on the floor in the game. Strangely - my own gingerbread man truespace creation is standing on the floor without correcting in RF Edit.

Many thanks for you help.

I really like this software, I've wasted loads of time on other games engines before finding it.... I'm not a programmer :(

Posted: Wed Sep 06, 2006 8:25 pm
by scott
well now you have turnd gravity off, select the static entity proxy entity that is your girl, then move the actual position up, it should have a preview of her in the 4 viewpoints, keep moving her up until her feet are level with the floor.

Posted: Wed Sep 06, 2006 8:41 pm
by jonas
Larryboy wrote:
Jonas - I didn't quite understand the basebone thing but I've just downloaded the free ebook pdf so will look in there.
lol sorry I confused you, I haven't really messed around with the static proxy entity, so I was getting a couple of things mixed up :oops:

Posted: Wed Sep 06, 2006 10:03 pm
by Larryboy
Hi
Replying to Scott, what you say is what I did. The image at http://www.weedicom.co.uk/RF2.jpg shows the altitude in RfEdit of my dancing girls compared to the altitude of my gingerbread man. In the compiled game all have their feet on the floor.
Weird. I did mess with the 'origin' field at one point, I don't know if that mucked things up

LB

Posted: Wed Sep 06, 2006 10:27 pm
by scott
well its not a good fix and mabe someone more experienced can help as some games require actors to have gravity so then this messes up with the game.

Posted: Thu Sep 07, 2006 2:23 am
by steven8
Hello, LarryBoy,

When the character is created in your modeling package, the origin has to be placed a the bottom of the feet, and save that way. Then they will stand on the floor, because there origin is on the floor. In anim8or, you can just go to Edit>Locate>Stand on Ground, and viola! it is standing on the ground. In Milkshape, you have to select the whole shebang, and move it up until it's standing on top of the axis marker. The blue/red, or blue/yellow (depending on the view) thingy, then save and export it. It'll stand on the ground.

Posted: Thu Sep 07, 2006 2:16 pm
by Larryboy
Thanks Steven8

Interestingly I was just playing about and it is the default action that causes her to sink. With the default action set to nothing she stands on the ground - with it set to 'idle' she sinks to her waist - must be something in the animation.

The world of animating character has yet to come - more to learn :shock:

Posted: Thu Sep 07, 2006 3:16 pm
by GD1
LOL, animations can be a pain. sometimes the actor's bounding box will scale according to the distance between the highest bone on the y axis and the lowest bone. so if the anim got screwed up then RF might scale the box too small.

Posted: Mon Sep 11, 2006 3:46 pm
by hike1
Added to rf faq
http://terrymorgan.net/rffaq.zip

demos tutorials http://terrymorgan.net/download.htm

search for this:

Below find Ralph Deane's 3 tutorials on how to convert Half Life Models to Reality Factory.

convertanims.zip (178K)

convertweapons.zip (104K)

http://www.polygods.com/tutorials/ConvHLtoRF/page1.html (244K)