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Attachpoint


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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:

1.JPG.4a0d1a944e842bf601df7789fb8b59e6.JPG

So I create a locator. (I use maya)

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And a edit actor file like this:

3.JPG.fa42605d24e469b1cc9689f85e83701c.JPG

And I failed...

4.JPG.52a481d409ee799f8810363af1b341df.JPG

But I never give up!

I open one of the actor file from game.

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And I just copy one of them to my actor.

6.JPG.eebe95ca1910a151e678a5a36d64359e.JPG

It works???

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cl1pco.jpg.e33c11c853bcc4d69870830925c19a9c.jpg

Somebody can explain the magic?

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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:

A.JPG.269aa5416c73844cc85cec7b605fa57b.JPG

And I open the mesh file:

B.thumb.JPG.0d4d3ca0dca177243f4cafae64391417.JPG

There is no object named "root".

So who define the attachpoint???

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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

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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" ?!

1.thumb.JPG.5d4e8bf7bda43afad05d5e193d20b6fe.JPG

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.
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And you can use your custom name to the xml file
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The attchpoint will attch the prop mesh's pivot, so be aware when you edit the prop mesh.
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