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Vehicle turrets problem

Posted: Sat Aug 05, 2006 5:45 am
by Murdocr
recently i have been exporting some models for moving_target and i have now got to a stage where a lot of them have turrets on them. i get the vehicle in game ok, but the problem is the turret rotates around the wrong point.

http://img89.imageshack.us/my.php?image ... 270fr4.jpg

so my question is what point does the turret rotate around and how do i solve this problem?
thanks in advance.

EDIT: wait, i think i'm on the verge of solving it, i just messed with the track center values and that has done something good for it, so i'll keep messing around with that. funny how you try for days to get something to work and then when you give up and start a topic about the problem you find the answer a couple of minutes later :evil:

EDIT2: forget that, i don't think it did anything except move the camera

RE: vehicle turrets problem.

Posted: Sat Aug 05, 2006 6:24 am
by minilogoguy18
its because you have to set up bones for the turret and envelope the turret to those bones, right now it seems to just be rotating around dummyroot since its the closest thing the game can find. why are you guys exporting untextured models though? kinda a waste of time if you ask me, a model is nothing unless it has a good texture.

RE: vehicle turrets problem.

Posted: Sat Aug 05, 2006 6:57 am
by Murdocr
thanks mini, i'm exporting untextured because i'm just trying to get the turret to work first. do i have to do anything specific with the bones. ie name them something special or register them in an odf etc or do do i just need to add a bone and envelope?
EDIT: also do they have to be bones or can they be nulls aswell?

RE: vehicle turrets problem.

Posted: Sat Aug 05, 2006 7:37 am
by minilogoguy18
you can make an entire unit skeleton outta nulls if you want to, i only used bones for walkers and units, everything else had nulls cause bones get converted to nulls when they are exported to a game cause all that needs to be remembered is the point of origin and the transform pivot. im sure they have seperate names though, i dont know them but try opening a model with bconstructor and look at its skeleton setup and you should be able to spot the bones. ive only made veh turrets for JA but its simple to do, you just make a pitch and yaw bone and the pitch is child to the yaw and the turrets base that swivels is rigged to the yaw bone while the part that aims it up and down is rigged to the pitch bone.

Posted: Sat Aug 05, 2006 7:47 am
by Murdocr
well i tried copying from bconstructor and it didn't work, but i'll keep trying as i'm sure i just missed out something dumb. thanks for all your help

Posted: Sat Aug 05, 2006 11:35 am
by Teancum
BConstructor screws up models with any bones, btw.

Posted: Sat Aug 05, 2006 5:17 pm
by minilogoguy18
dont copy it from bconstructor, just view the hierarchy and look at the names of the bones.

Posted: Sun Aug 06, 2006 4:16 am
by Murdocr
yeah that's what i meant by copying, looking at and doing the same thing in my scene.

Posted: Mon Aug 07, 2006 12:11 am
by Teancum
Also take a look at .msh.option files, as you might find better luck with the -keep command for aimers like turrets.