Im having a lot of trouble getting the actor I made to stand upright as well as making an Idle animation. Every time I load up the game or a preview, its always laying flat on its back. I read some post about this to see if it would help me fix this. But No matter what rotation I choose, it never changes. I tried altering the "Player Start" and "Player Setup" Entities. "Player Seup" ActorRotation is 0,0,0, thus making the image of the actor look upright and normal. But when the preview starts, its flat on its back again. But when I make a StaticEntityProxy of it it looks and works just fine. Im so confused and frustrated.
There is also the other issue I mentioned about the idle animation. Im using Milkshape and every time I export the Idle animation to a mot file, then use it to build the actor, in actor viewer i choose Idle and it has the same animation as the Walk animation. So when I start the game up, the character is in an infinate walk (just walking in place). I went back and opened the idle ms3d file and the animation was as its supposed to be. But every export it shows as a walking animation again. Do I have to make a completely new ms3d file and animate all over again to make it act right?
player standing upright and animations
player standing upright and animations
Last edited by Zentu on Sun Apr 16, 2006 10:06 pm, edited 5 times in total.
On player setup right? I tried that and it did not work. The player setup image moved, but when I loaded the preview, it was the same result.
I also tried it on Player Start's Angle and it did not work.
I made a new actor and figured out the whole idle animation thing. But the whole not standing upright thing prevails. And again no mater what actor rotation I choose it never changes.
I also tried it on Player Start's Angle and it did not work.
I made a new actor and figured out the whole idle animation thing. But the whole not standing upright thing prevails. And again no mater what actor rotation I choose it never changes.
Last edited by Zentu on Sun Apr 16, 2006 10:06 pm, edited 1 time in total.