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OBD talk:TRBS: Difference between revisions

aha!
(simple test on a 4-legged char)
(aha!)
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If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --dox
If you test the given files you can notice that the mouse axis are wrong. This might ceome from the mistake in the dae file. Haven't checked yet. --dox
:If by "head view animation" you mean aiming and looking around, then that information is in those special overlay TRAMs that are paired with a [[TRAS]] aiming screen (in that case, the keyframes of the TRAM do not correspond to a timeline, but rather to several looking/aiming directions: thus the pose for a generic direction is interpolated from several key poses). I may be out of touch, but I don't remember bone  number 11 (or is it 0x0A?) as being hardcoded, i.e., there is nothing special about the head AFAIK; however, weapons are hard-coded to be attached to the right (or left) wrist, i.e., they have the same parent as bone number 0x12 or 0x0E. Hope that helps (then again, no, what I ''really'' hope for is a game-ready Iron Demon ^_^ ) --[[User:Geyser|geyser]] 23:34, 22 May 2011 (UTC)