Gamestudio Links
Zorro Links
Newest Posts
Blobsculptor tools and objects download here
by NeoDumont. 03/28/24 03:01
Issue with Multi-Core WFO Training
by aliswee. 03/24/24 20:20
Why Zorro supports up to 72 cores?
by Edgar_Herrera. 03/23/24 21:41
Zorro Trader GPT
by TipmyPip. 03/06/24 09:27
VSCode instead of SED
by 3run. 03/01/24 19:06
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (degenerate_762), 1,098 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
sakolin, rajesh7827, juergen_wue, NITRO_FOREVER, jack0roses
19043 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Strange bones #455568
10/23/15 21:55
10/23/15 21:55
Joined: Jun 2010
Posts: 590
California
Ruben Offline OP
User
Ruben  Offline OP
User

Joined: Jun 2010
Posts: 590
California
I am trying to use the "Tusker model" on the Gamestudio Models page ( http://au.conitec.net/ ).

I am able to import the Tusker model into my game, however, the model's left side of its body is always facing the player instead of the front of its body. When it attacks the player, the left side of its body is approaching the player, not the front of its body.

I tried to rotate the model 90 degrees clockwise in the MED file to make it face the correct direction. The model has bones. I am trying to figure out a way where I can concurrently rotate the model's entire body plus all of its bones, to face the correct direction.

When I rotate the player's body 90 degrees clockwise, the bones do not rotate with it. After rotating its body, I then select "Bone Mode", highlight all the bones, and try to also rotate all the bones 90 degrees clockwise to be in sync with the rotated body.

All the bones rotate, except for two bones: one bone over the model's right hand, and another bone in its left foot; they stay stationary while all the other bones rotate.

I then highlight those two troublesome bones, and click the rotate button, and attempt to manually rotate them to be in the same location on the Tusker model's body as they were before, in the new 90 degree rotated position. However, these two bones are not moving.

I then leave the model file as it is, save it, and run the game. The Tusker model's body now looks totally warped, like the stretchy super hero in the Fantastic Four.

Is there a way to rotate the Tusker model's body and ALL of its bones concurrently, so that everything stays together (i.e. the Tusker model's entire body, and all of its bones, including the two troublesome bones)?

Re: Strange bones [Re: Ruben] #455569
10/23/15 22:44
10/23/15 22:44

M
Malice
Unregistered
Malice
Unregistered
M




Last edited by Malice; 10/23/15 22:44.
Re: Strange bones [Re: Ruben] #455570
10/23/15 22:45
10/23/15 22:45
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
You will need to rotate the main bone in the first frame.

1. Choose bones editing tool.
2. Activate animation edition button.
3. Rotate main bone.

Salud!

Re: Strange bones [Re: ] #455571
10/23/15 22:50
10/23/15 22:50

M
Malice
Unregistered
Malice
Unregistered
M



Process
Open orginal model in med
Select bone mode
Select selection tool.
From top view box select the whole model
from 'objects' drop down select "transform global"
click "rotate 90 xy" 3times.
Save...
Fixed

EDIT - Note do not turn on animation first with this method...

Last edited by Malice; 10/23/15 22:55.
Re: Strange bones [Re: ] #455572
10/23/15 22:52
10/23/15 22:52

M
Malice
Unregistered
Malice
Unregistered
M



Lol - Txesmi, that's the kind race I learn 3dgs by doing. I remember 1000 users on forum at once, and there would be like ten answers by 10 different people that fast. LOL !

Last edited by Malice; 10/23/15 22:53.
Re: Strange bones [Re: ] #455573
10/23/15 23:22
10/23/15 23:22
Joined: Jun 2010
Posts: 590
California
Ruben Offline OP
User
Ruben  Offline OP
User

Joined: Jun 2010
Posts: 590
California
Originally Posted By: Malice
Process
Open orginal model in med
Select bone mode
Select selection tool.
From top view box select the whole model
from 'objects' drop down select "transform global"
click "rotate 90 xy" 3times.
Save...
Fixed

EDIT - Note do not turn on animation first with this method...


Thanks guys. I actually tried Malice's solution, and it worked great, even though I am sure Txesmi's solution works as well. Thank you.

Re: Strange bones [Re: Ruben] #455574
10/23/15 23:49
10/23/15 23:49
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Much better Malices method than mine xP

Re: Strange bones [Re: txesmi] #455576
10/24/15 00:35
10/24/15 00:35

M
Malice
Unregistered
Malice
Unregistered
M



^ Things you'll only hear once in life time..!!!

Glad to help.

Last edited by Malice; 10/24/15 01:01.

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1