Author Topic: What joints do you add to different types of models?  (Read 1848 times)

What joints do you have to add to different types of models? (weapons, vehicles,ect.....)

Weapons: Mountpoint, muzzlepoint
Players: Mountpoints, eye
Vehicles: I don't know.

There is also ejectPoint for weapons and mount# for vehicles. There are probably more, too.
« Last Edit: November 09, 2009, 04:38:01 PM by Tophius »

There is also ejectPoint for weapons and mount# and for vehicles. There are probably more, too.
And for stuff you can mount to the player?

Vehicle
mount#(replace # with number)
cam(3rd person camera)
eye(first person cam)
hub#(replace # with number)

Cam and Eye aren't necessary unless you want a custom view.

Vehicle
mount#(replace # with number)
cam(3rd person camera)
eye(first person cam)
hub#(replace # with number)

thanks!  what does hub do?





Hats and weapons are both shapebaseimages, so I'll use a weapon as an example.
For a weapon, you would want the mountpoint on the grip so the player is holding the grip with their hand.

Hats and weapons are both shapebaseimages, so I'll use a weapon as an example.
For a weapon, you would want the mountpoint on the grip so the player is holding the grip with their hand.

yes but where should the mountpoint go in relationt to where it would go on the player

yes but where should the mountpoint go in relationt to where it would go on the player
Just try right in the middle, and if it doesn't work out, there's an offset value for shapebaseimagedata datablocks. You could just make the 3rd number higher or lower to fix it.

Just try right in the middle, and if it doesn't work out, there's an offset value for shapebaseimagedata datablocks. You could just make the 3rd number higher or lower to fix it.
I noticed that too in the script of other hats.