OPEJ Posted August 3, 2018 Report Share Posted August 3, 2018 The thing is, I add a object to the game. when I set up the actor and mesh, I tring to add a prop to mesh. And I notice that the wiki say: So I create a locator. (I use maya) And a edit actor file like this: And I failed... But I never give up! I open one of the actor file from game. And I just copy one of them to my actor. It works??? Somebody can explain the magic? Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted August 3, 2018 Report Share Posted August 3, 2018 Could you attach the exported DAE file? It looks like it doesn't have this point in the right place. You could open your file and any other of the game to compare where attach points are placed. Quote Link to comment Share on other sites More sharing options...
OPEJ Posted August 4, 2018 Author Report Share Posted August 4, 2018 3 hours ago, vladislavbelov said: Could you attach the exported DAE file? It looks like it doesn't have this point in the right place. You could open your file and any other of the game to compare where attach points are placed. I tried it before, and I always can't find the attachpoint from the mesh file. Here is a case: And I open the mesh file: There is no object named "root". So who define the attachpoint??? Quote Link to comment Share on other sites More sharing options...
asterix Posted August 4, 2018 Report Share Posted August 4, 2018 try to look at hyrule conquest mod e.g. twinrowa has it Quote Link to comment Share on other sites More sharing options...
OPEJ Posted August 4, 2018 Author Report Share Posted August 4, 2018 I found the reason ,Thx all Quote Link to comment Share on other sites More sharing options...
feneur Posted August 4, 2018 Report Share Posted August 4, 2018 8 minutes ago, OPEJ said: I found the reason ,Thx all Please mention it to help others running into the same issue in the future I think the root attach point is created/approximated automatically for all models. 1 Quote Link to comment Share on other sites More sharing options...
LordGood Posted August 4, 2018 Report Share Posted August 4, 2018 Lol the root prop point is the origin point of the parent mesh, thus all models have a root prop point. Extra prop points are attached as labeled empties within the collada file, and called by the xml. The empty has to named prop_example to be called in as example in the xml 1 Quote Link to comment Share on other sites More sharing options...
OPEJ Posted August 4, 2018 Author Report Share Posted August 4, 2018 18 minutes ago, feneur said: Please mention it to help others running into the same issue in the future I think the root attach point is created/approximated automatically for all models. Thanks, I will do that 8 minutes ago, LordGood said: Lol the root prop point is the origin point of the parent mesh, thus all models have a root prop point. Extra prop points are attached as labeled empties within the collada file, and called by the xml. The empty has to named prop_example to be called in as example in the xml You are right!! Actually, I found the solving from wiki "AnimationExportTutorial" ?! That explain how the attachpoint works. And you need to notice that the attachpoint you defined need to named like "prop_XXXX" and parent the mesh. And you can use your custom name to the xml file The attchpoint will attch the prop mesh's pivot, so be aware when you edit the prop mesh. Quote Link to comment Share on other sites More sharing options...
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