I know a bunch of people have been having this same issue with wow models. I've been scouring old threads and I think I found the solution. I haven't had a chance to try this yet, but it sounds like a solid solution to me.
Originally posted by Kueken in 2011:
Basically a similar issue like your forward vector attach method. The WoW model is broken, attaching to an attachment point directly works, but attaching with a site operation causes it to not update correctly.
I fixed this by attaching an invisible marine to the attachment point directly and used the site operation to offset the attachment from the marine, instead of from the original model. Quite a stupid workaround, but hey, it works ;)
I agree; it shouldn't affect the size. And yes, for my weapon actors, under 'Accepted Property Transfer' I have model scale and scale checked. In fact, all of the options are checked. This is very odddd
I've been using site operators to rotate actors so it looks like characters have weapons sheathed on their backs.
For some reason, the site operator explicit rotation is scaling the actor x2. I think the reason that it is doing this is because the actor is losing its scaling association with the unit that it is tied to (maybe I'm wrong, idk).
Is there any way to override this? I've enabled "is Local", but whether it is on or off doesn't seem to make a difference.
Thanks!
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I know a bunch of people have been having this same issue with wow models. I've been scouring old threads and I think I found the solution. I haven't had a chance to try this yet, but it sounds like a solid solution to me.
Originally posted by Kueken in 2011: Basically a similar issue like your forward vector attach method. The WoW model is broken, attaching to an attachment point directly works, but attaching with a site operation causes it to not update correctly.
I fixed this by attaching an invisible marine to the attachment point directly and used the site operation to offset the attachment from the marine, instead of from the original model. Quite a stupid workaround, but hey, it works ;)
@DrSuperEvil: Go
I agree; it shouldn't affect the size. And yes, for my weapon actors, under 'Accepted Property Transfer' I have model scale and scale checked. In fact, all of the options are checked. This is very odddd
I've been using site operators to rotate actors so it looks like characters have weapons sheathed on their backs.
For some reason, the site operator explicit rotation is scaling the actor x2. I think the reason that it is doing this is because the actor is losing its scaling association with the unit that it is tied to (maybe I'm wrong, idk).
Is there any way to override this? I've enabled "is Local", but whether it is on or off doesn't seem to make a difference.
Thanks!