question about modeling

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question about modeling

Postby Drain_Pipe » Thu Jul 02, 2009 9:33 pm

I recently did some testing after kaz or cassiel told me how they use the facing angle thingy for their missiles to get almost instantanious reflection effects. Now I have 1 more question: Is it possible, if you're modelling the unit/missile, to get the game to recognize the entire unit the same way it recognizes the head in order to get this similar "instant looking" effect on the full model of the unit?
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Re: question about modeling

Postby Kaz » Fri Jul 03, 2009 1:49 pm

The function in question only manipulates "Bone_head", so rename whichever bone you want it to use to that
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Re: question about modeling

Postby Drain_Pipe » Fri Jul 03, 2009 8:28 pm

What if I wanted the entire unit model to act as the "head". I'm basically trying to get it so that for some spells where the targets facing can change almost instantly, it can. right now, setunitfacing doesn't work as fast as I'd like it to.
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Re: question about modeling

Postby Bobo_The_Kodo » Sat Jul 04, 2009 12:17 am

Make everything else be a child of the head bone
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Re: question about modeling

Postby Drain_Pipe » Sat Jul 04, 2009 9:15 am

hmmm, excellent.
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Re: question about modeling

Postby erwtenpeller » Fri Jul 17, 2009 1:45 am

bone_origin?
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Re: question about modeling

Postby Cassiel » Fri Jul 17, 2009 2:15 am

It has to be head because that's what SetUnitLookAt is designed to work with.
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Re: question about modeling

Postby erwtenpeller » Fri Jul 17, 2009 9:21 am

odd as that is, as the origin point is the point that the game engine uses to move the model and the point where all other bones inherit from... Meh, they probably had good reason.
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Re: question about modeling

Postby Bobo_The_Kodo » Fri Jul 17, 2009 5:43 pm

It's because SetUnitLookAt was made for cinematics, where you make the people look at eachother when talking or something. So it can only take "Bone_Head" or "Bone_Chest" as the bone parameter.
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