I want to make a wow style Mount, so i made an Ability to morph into another Unit where the Original Unit is attached to.
My Problem is = He is facing 90° away from the Mount. There has to be someway to fix this... If anybody has an Idea i would really appreciate the Help.
site operations issue, read prozaic muze's tuts on site ops (there are 2), you need a site operation - explicit rotation actor on your SOp rotation actor u need local enabled and the vector should be (1, 0, 0) for facing and (0, 0, 1) for up. I could be wrong on the facing but the up vector is correct.
you are a GOD ! Thanks ;) i allways put 90 in for SOp Rotation actor, thats why it didn't work i thought it was in degrees ;) duh
maybe you can help me with my other problem: when i attach a Weapon, it works with the Explicit angle but it doesn't stay connected at the attachement point.
ummm im really not sure what the problem/issue really is from your description, elaborate further or jump on IRC and chat with me, and if i cant help Prozaic is on atm I think
you need a site operation - explicit rotation actor on your SOp rotation actor u need local enabled and the vector should be (1, 0, 0) for facing and (0, 0, 1) for up.
Oddly enough, I had exactly the same problem testing a flying mount. I added that rotation, and yes the actor was facing the correct direction... but no longer "sits" on the mount
(position is somehow fixed, instead of moving as the actor it's attached to animates [it still moves as it moves, i don't have a floating body in the middle of nowhere with a dragon flying around, i simply have a body floating in an oddly fixed position over a dragon as it flies around]).
interestingly, it also doubled the actor's scale...
without the rotation sOP, the actor sits perfectly on the mount, as you would expect to see in WoW... but is at the problematic 90º angle
i don't see anything in the tutorial that could help, as it's using a stationary bunker/nexus as an example (and this fix will certainly work for any kind of structure/vehicle, but never for a living creature)
if i find a fix, i'll post it here, or hopefully someone else finds the problem :3
Wow 10 days short of a whole year later. Must be some kind of record for a necro. Just adjust the vectors of the SOp (Explicit Rotation) to get it to face the right direction (do not forget they can also use negative values) and adjust the position with a SOp (Local Offset).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
didn't work D:
maybe pics will help...
here's how it looks with just the hardpoint attachment:
here's how it looks with the hardpoint attachment and explicit rotation (NO OTHER CHANGES):
the doubled scale is also confusing... how does adding a rotation do that???
in image 1, the rider stays on the hardpoint as the mount animates, but in image 2 it remains static - moving with the mount, but not as it animates ><
interestingly, if i move the unit around in the editor, it will update its position... but not in real time, or in-game
the doubled scale is also confusing... how does adding a rotation do that???
Some attachment points have influence on the attached model's properties, for example the scale. Using an explicit rotation site operation "de-taches" this influence (might be intended, might be a bug).
So, technically, the rotation does not increase the scale, but it prevents the attachment point from reducing it.
Quote:
in image 1, the rider stays on the hardpoint as the mount animates, but in image 2 it remains static - moving with the mount, but not as it animates ><
interestingly, if i move the unit around in the editor, it will update its position... but not in real time, or in-game
Make sure to check the Is Local - Field; also make sure you added different values for both vectors (forward and up; not 0,0,1 and 0,0,1 but 0,-1,0 and 0,0,1 for example)
Finding the correct rotation afterwards is trial&error.
Also note, that in case you use a local offset as well, the order, in which you add the site operations, matters.
isLocal was checked, so that's working fine
but the idea that the explicit rotation removes some of the attachment properties is something i thought could be happening as well
i'm wondering if there are actor settings or additional site operations i could use to get it working - time to try it out i suppose xD
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Hi guys i just can't figure out my Problem...
I want to make a wow style Mount, so i made an Ability to morph into another Unit where the Original Unit is attached to.
My Problem is = He is facing 90° away from the Mount. There has to be someway to fix this... If anybody has an Idea i would really appreciate the Help.
Here is a Pic for the Problem:
site operations issue, read prozaic muze's tuts on site ops (there are 2), you need a site operation - explicit rotation actor on your SOp rotation actor u need local enabled and the vector should be (1, 0, 0) for facing and (0, 0, 1) for up. I could be wrong on the facing but the up vector is correct.
if you are on IRC or Vent i can help you maybe
@FahqueL: Go
you are a GOD ! Thanks ;) i allways put 90 in for SOp Rotation actor, thats why it didn't work i thought it was in degrees ;) duh
maybe you can help me with my other problem: when i attach a Weapon, it works with the Explicit angle but it doesn't stay connected at the attachement point.
glad to help
ummm im really not sure what the problem/issue really is from your description, elaborate further or jump on IRC and chat with me, and if i cant help Prozaic is on atm I think
oh wait do you have a "model addtion" type actor?
@FahqueL: Go
wich irc are ya on ?
mapster
http://webchat.freenode.net/?channels=SC2Mapster
i just saw you log on and PM'ed you on irc, then saw you leave :)
Oddly enough, I had exactly the same problem testing a flying mount. I added that rotation, and yes the actor was facing the correct direction... but no longer "sits" on the mount
(position is somehow fixed, instead of moving as the actor it's attached to animates [it still moves as it moves, i don't have a floating body in the middle of nowhere with a dragon flying around, i simply have a body floating in an oddly fixed position over a dragon as it flies around]).
interestingly, it also doubled the actor's scale...
without the rotation sOP, the actor sits perfectly on the mount, as you would expect to see in WoW... but is at the problematic 90º angle
i don't see anything in the tutorial that could help, as it's using a stationary bunker/nexus as an example (and this fix will certainly work for any kind of structure/vehicle, but never for a living creature)
if i find a fix, i'll post it here, or hopefully someone else finds the problem :3
until then, ridin' side-saddle :P
Wow 10 days short of a whole year later. Must be some kind of record for a necro. Just adjust the vectors of the SOp (Explicit Rotation) to get it to face the right direction (do not forget they can also use negative values) and adjust the position with a SOp (Local Offset).
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
didn't work D:
maybe pics will help...
here's how it looks with just the hardpoint attachment:
here's how it looks with the hardpoint attachment and explicit rotation (NO OTHER CHANGES):
the doubled scale is also confusing... how does adding a rotation do that???
in image 1, the rider stays on the hardpoint as the mount animates, but in image 2 it remains static - moving with the mount, but not as it animates ><
interestingly, if i move the unit around in the editor, it will update its position... but not in real time, or in-game
Some attachment points have influence on the attached model's properties, for example the scale. Using an explicit rotation site operation "de-taches" this influence (might be intended, might be a bug).
So, technically, the rotation does not increase the scale, but it prevents the attachment point from reducing it.
Make sure to check the Is Local - Field; also make sure you added different values for both vectors (forward and up; not 0,0,1 and 0,0,1 but 0,-1,0 and 0,0,1 for example)
Finding the correct rotation afterwards is trial&error.
Also note, that in case you use a local offset as well, the order, in which you add the site operations, matters.
isLocal was checked, so that's working fine
but the idea that the explicit rotation removes some of the attachment properties is something i thought could be happening as well
i'm wondering if there are actor settings or additional site operations i could use to get it working - time to try it out i suppose xD