Quick Question (Bone-Related) [message #439028] |
Sun, 07 November 2010 17:32 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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I've made a Tank, which I want the Barrels to work similarly as the ones on the NOD Flame Tank does.
Now, I know how to accomplish this so far. However, I'd want the Barrels to rotate sideways too.
The Tank haven't got any sort of Turret, which rotates. Only the Treads, Chassis and Barrels.
Does anyone know if this would be possible? And if so, how?
Sincerely,
Dealman.
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Re: Quick Question (Bone-Related) [message #439035 is a reply to message #439028] |
Sun, 07 November 2010 18:55 |
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Altzan
Messages: 1586 Registered: September 2008 Location: Tennessee
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General (1 Star) |
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Any chance you could upload a pic of your intended vehicle? I can only speak for myself but I can't really visualize what you're trying to accomplish.
I cannot imagine how the clockwork of the universe can exist without a clockmaker. ~Voltaire
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Re: Quick Question (Bone-Related) [message #439046 is a reply to message #439041] |
Mon, 08 November 2010 03:10 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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Altzan wrote on Mon, 08 November 2010 06:06 | Hmm. Well, I might be wrong since I'm nowhere near as experienced in this as others, but what you want to accomplish looks like each barrel would need its own pivot point (at the internal end). And as far as I know, you can only have one V_turret which controls the pivoting. So you could easily accomplish this with just one barrel, but I can't see how doing it with two would work.
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Correction; V_Turret is the turret mesh. I believe you mean the Turret-Bone. However, my Tank haven't got a Turret. Also, the Barrel-Bone controls how the Barrel moves.
So yeah, each Barrel would need it's very own pivot point. Sad there's no BarrelA and BarrelB
And to be honest, I'm not even entirely sure if this would work at all considering all current Vehicles ingame(Original), can only aim Up and Down.
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Re: Quick Question (Bone-Related) [message #439047 is a reply to message #439028] |
Mon, 08 November 2010 03:49 |
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Omar007
Messages: 1711 Registered: December 2007 Location: Amsterdam
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afaik the barrel controlls up and down and the turret left and right.
I suppose you already got up and down working? If so you'll probably notice you linked both your barrels to it. Do the same with you turret bone (you'll have to find out how to position it to get it to work properly) and you should have it working.
However to prevent the barrels to rotates 360 degrees, you'll have to modify some settings for your vehicle in LevelEdit.
I can't check this in detail atm but I MIGHT have some time when i get home.
EDIT: Oh about the positioning, everything attached to the turret bone will (afaik) rotate around the turret bone's pivot.
You could set the turret bone at the base of 1 of the barrels (A) and let the other barrel (B) copy the rotation. I'm more of a programmer then modeler but it think those modeling programs have some function called instance that makes the copy do the same as the original?
[Updated on: Mon, 08 November 2010 03:54] Report message to a moderator
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Re: Quick Question (Bone-Related) [message #439049 is a reply to message #439047] |
Mon, 08 November 2010 04:47 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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Gah! /Facepalm
Thanks my very good Sir, you're a Genius!
Yeah, I'm pretty sure how I'll need to position them Bones. Thanks! I'll let y'all know how it turns out.
Edit:
I got it pretty close, but not the desired effect I wanted. Thus far it'll have to suffice as I keep testing various methods.
Anyone else have any ideas?
[Updated on: Mon, 08 November 2010 15:05] Report message to a moderator
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Re: Quick Question (Bone-Related) [message #439128 is a reply to message #439028] |
Tue, 09 November 2010 10:24 |
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E!
Messages: 70 Registered: February 2004
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Barrel bone position = turret bone position = Angle of the barrel should work for 1 barrel. the second one could be added by script and with Action_Follow_Input it should exactly act like the other one. could be worth a try but note that they also fire at the same time.
<<SCUD-Storm Origin Creator>>
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Re: Quick Question (Bone-Related) [message #439129 is a reply to message #439128] |
Tue, 09 November 2010 10:38 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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E! wrote on Tue, 09 November 2010 18:24 | Barrel bone position = turret bone position = Angle of the barrel should work for 1 barrel. the second one could be added by script and with Action_Follow_Input it should exactly act like the other one. could be worth a try but note that they also fire at the same time.
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Yeah, I know how to do it for 1 Barrel. It becomes more complicated when using 2 Barrels.
Also, I'm the wrong person to talk with when it's about Coding. And I wouldn't want my Barrels to fire at the same time... (Unless it already exists in LevelEdit, that is.)
Thanks for the Reply though!
[Updated on: Tue, 09 November 2010 10:39] Report message to a moderator
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Re: Quick Question (Bone-Related) [message #439162 is a reply to message #439157] |
Wed, 10 November 2010 08:06 |
Dealman
Messages: 104 Registered: October 2007 Location: Sweden
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my486CPU wrote on Wed, 10 November 2010 10:58 |
Gen_Blacky wrote on Wed, 10 November 2010 04:06 | This is basically the best you can do with a single turret bone which is crap. My turret bone is centered between the guns.
http://www.youtube.com/watch?v=jORP2_bcXDc
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NICE I think that's exactly what he wants to do. That would look sweet on a flame tank.
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Not exactly what I'd like but close. That's what my current Setting is like. As you can see when he exits the Tank - the Barrels are way off.
So yeah, some kind of Script or 2 independent Turret Bones/Pivot Points would be required.
Edit:
Does anyone know how to make Renegade not automatically smooth every fucking thing you put into it. It's seriously pissing me off as well as ruining my Models.
I've checked for settings in RenX/3ds MAX 8 when exporting it as W3D Asset, but nothing works. FML.
[Updated on: Wed, 10 November 2010 08:41] Report message to a moderator
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