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DarkBASIC Professional Discussion / limb position question

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ash231
21
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Joined: 21st Mar 2004
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Posted: 16th Feb 2005 11:57
Hey guys, I've got a space ship right. The whole thing is about 15 limbs. One of them is called "hangar" and its limb# 12. I can use hide/show limb to see it working in-game. Problem is, i want to be able to position say, a cube at the location of the hangar. So i use something like position object cube,limb position x(ship,hangar),limb position y(ship,hangar),limb position z(ship,hangar) but the cube actually gets placed far away from the hangar. Like nearly at the opposite end. I've tried using limb offset as well but that positions it i think at the models center (0,0,0 xyz in max).

I searched the forums and saw some people had similar problems and they used some sin and cosine maths. Any idea?

Ummm.. die?
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 16th Feb 2005 16:57
Thing is that with limbed objects, you really need to be able to set the pivot point, as this is really the limbs centre - in 3DS Max you would select the limb, then select the option for 'affect pivot only' and you'd then be able to set the pivot point. Ideally, you'd have your pivot point of your hanger, right in the middle of the floor, so setting the cargo objects to be centred at their base would make coding it real easy, you could even just glue the cargo objects to the hanger limb. I haven't discovered how to do this in any other package excep max, I imagine Milkshape would have this option too though.

If your stuck - feel free to email me a .3DS version of your ship and a diagram showing where you want the pivot points, and I'll rig it up for you.


Van-B


It's c**p being the only coder in the village.
ash231
21
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Joined: 21st Mar 2004
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Posted: 16th Feb 2005 19:37
thanks van b. I always find your posts very helpful

Ummm.. die?
ash231
21
Years of Service
User Offline
Joined: 21st Mar 2004
Location:
Posted: 16th Feb 2005 20:07
just wondering van, what plugin do you use to export to .x.. or do you use something else?

Ummm.. die?
Van B
Moderator
22
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Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 16th Feb 2005 21:25
I always stick to .3DS until everythings textured or rigged where necessary. I export my final model as .3DS from Max, then I use the DBConv converter that is supplied with DBC to convert to .X format, works pretty neatly for me. Just let me know if you need a copy of the converter.


Van-B


It's c**p being the only coder in the village.

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