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3 Dimensional Chat / milkshape bone orientation

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Sephnroth
23
Years of Service
User Offline
Joined: 10th Oct 2002
Location: United Kingdom
Posted: 11th Nov 2005 23:48
Hey,

Been making some simple tanks for my game using milkshape. I dont do any bone animation but I DO add 3 bones to the model, one for the base, one for the turret and one which has no vertices assigned which goes at the tip of the turret which I can use for positioning newly fired shells etc.

In game the turret always points at the mouse cursor (its top down 3d) and to do this I rotate the turret limb using the angle between the tank and the mouse. Now as everyone knows for left/right rotation you rotate on the Y axis.. except not for my tanks X_X The first one i made ages ago which is nothing more than two cubes really wanted the turret rotated on the Z axis else it rolled and whatnot. Now i just made a new more detailed tank and exported it and the first thing i noticed was it was instantly rotating the turret on the wrong axis.. this one wants to be turned on the X axis!

Does anyone know why it does this? I cant hard code different rotating for different tanks! The only possiable reason I can come up with is somehow the bones have their own orientation and i've somehow knocked them off. Which is weird because for this new tank i started with the original tank as a template and started extruding etc and all I did was add the extra bone for where to position bullets.

Im so confused ;/

Sephnroth
23
Years of Service
User Offline
Joined: 10th Oct 2002
Location: United Kingdom
Posted: 12th Nov 2005 18:18
okay well for anyone wondering it had something to do with bone order in any particular tree (skeleton) - to make this act normally I had to make the turret bone (limb) detached from the main body skeleton. The amount of code and weird angle calculations i just had to change for this is really shocking x_x but all done now and hopfully I have a nice little standard for the rest of my engine >.>

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