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| How to set bone positions? | |
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| Tweet Topic Started: Oct 19 2008, 11:08 PM (224 Views) | |
| abacus | Oct 19 2008, 11:08 PM Post #1 |
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Elite Member
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I am trying to make it so that the arms on my character can go up and down with the mouse. to do this I use this code: if keyboard_check_direct(vk_shift)=1 { first_frame=48; //first frame of the idle animation (if any, else put 1) last_frame=50; //last frame of the idle animation (if any, else put 1) frame=49; roty=camera.direction+90 walking=0 leftarm=GetBoneIndex(bone02); rightarm=GetBoneIndex(bone03); SetBoneRotation(leftarm, 0,-73+camera.rotatex,0); SetBoneRotation(rightarm,0,87+camera.roatatex,0); Step() exit; } The model goes into it's aiming frame (arms up and stuff) correctly if I just have this: if keyboard_check_direct(vk_shift)=1 { first_frame=48; //first frame of the idle animation (if any, else put 1) last_frame=50; //last frame of the idle animation (if any, else put 1) frame=49; roty=camera.direction+90 walking=0 Step() exit; } But with the leftarm=GetBoneIndex(bone02); rightarm=GetBoneIndex(bone03); SetBoneRotation(leftarm, 0,-73+camera.rotatex,0); SetBoneRotation(rightarm,0,87+camera.rotatex,0); bit, the model walks and aims sideways, and the arms do not move up and down. Instead, when you move the mouse up and down, the entire model turns sideways. Bone02 and bone03 are both actually the shoulder-bones, but they control the arms. I think that they actually ARE turning, they are just not turning their child bones. How do I make them turn the child bones as well? I do not want to have to model every frame of up/down aiming, that would be a pain. |
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| skarik | Oct 20 2008, 12:49 AM Post #2 |
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kitten eating scum
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What's your model format? It matters. For example, .X files put a prefix on all exported bones. Though, your description of the problem reminds me of my problem (which I figured out was a .X exporter problem with the checkboxes). It looks funny after a good night's rest, doesn't it? Edited by skarik, Oct 20 2008, 12:50 AM.
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| Blog|EHS | |
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| abacus | Oct 21 2008, 12:02 PM Post #3 |
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Elite Member
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I am using anim8or. (.an8 files)
Edited by abacus, Oct 21 2008, 12:03 PM.
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