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Slightly off weapon placement [Solved]

Posted: Sat Jan 09, 2016 3:04 pm
by Oceans14
I'm having some trouble with a weapon I made in xsi. For some reason it gets held incorrectly regardless of how I change the placement of hp_active. Screenshot to illustrate:
Hidden/Spoiler:
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(Credit where it is due - that is ggctuk's first order stormtrooper.)

It seemed to me like hp_active was pitched too far down even at 0 degrees and too high, resulting in the weird grip and barrel tilt, but when I moved it and re-exported nothing changed, even after a clean and re-munge. Any help would be appreciated.

Re: Slightly off weapon placement

Posted: Sat Jan 09, 2016 7:50 pm
by AceMastermind
Generally you wouldn't move the hp_active but would reposition the mesh instead. Cut it from the hierarchy and rotate/translate however you need to and freeze the transforms afterward, then reinsert back into the hierarchy. I can't really give any further advice without knowing how you set everything up though, but you could just import a similar stock weapon and align yours to it.

Re: Slightly off weapon placement

Posted: Sun Jan 10, 2016 7:45 pm
by Oceans14
If it helps, it's set up like this:
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I haven't tried moving the mesh independently of the hp yet. I noticed that stock weapons use a triangle sort of shape instead of a null as an hp, so I guess I could do that and see what happens.

Re: Slightly off weapon placement

Posted: Sun Jan 10, 2016 9:35 pm
by AceMastermind

Re: Slightly off weapon placement

Posted: Sun Jan 10, 2016 9:56 pm
by Oceans14
Ahh, I saw that earlier but didn't realize hp_active was also the dummyroot. It's working perfectly now, thanks for the help.