Deadlyforce Posted February 4, 2016 Share Posted February 4, 2016 I made an alien in MakeHuman, animated it and exported using Blender. I imported the alien into Leadwerks and all is good but two things. The 3D things to move it around (What is it called?) is about 3 feet in front of the alien. How do I move it to the center of the alien? Another thing is where the 3D gismo to move the alien is like stuck there when I run the game. I run the game, alien is walking, 3D gismo can't be seen but I can't walk there. It's like an invisible box. It does not move with the alien just where it was when fist running the game. It's odd. Thanks all for the help. Quote Link to comment Share on other sites More sharing options...
cassius Posted February 5, 2016 Share Posted February 5, 2016 if you have ultimate unwrap you can center the model so the gizmos are right on center of model. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
Brutile Posted February 5, 2016 Share Posted February 5, 2016 You can also center the pivot in Blender (which is what you are using). It should just be a matter of moving the model to the center of the scene, then with the 3d cursor at 0,0,0, set the origin to 3d cursor. Quote Link to comment Share on other sites More sharing options...
Deadlyforce Posted February 5, 2016 Author Share Posted February 5, 2016 Thanks guys. Got it to do it in Blender just fine. Easier than I thought it was going to be. But, yes a but. Where the 3D gizmo starts when I run the game is acting like an invisible box that does not stay with the character as the character walks and I can walk through the character. Any thought? Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2016 Share Posted February 5, 2016 A picture would help us understand what you are talking about... or better yet, attach the model in question. But if I had to guess, you exported out some of the blender gizmos along with the model. You need to remove those before exporting. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Brutile Posted February 5, 2016 Share Posted February 5, 2016 Does you character move in the animation? Make sure the character walks on the spot and doesn't move away from center. Quote Link to comment Share on other sites More sharing options...
Deadlyforce Posted February 5, 2016 Author Share Posted February 5, 2016 Yes the character moves across the floor. Why would I want the character to stand there with walking animation? I'm think I get where you are going with this. The character would then be stuck with the 3D gizmo but then how do I make it move across the floor like it's walking that way? Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2016 Share Posted February 5, 2016 The character needs to stand in one place because animation in leadwerks has nothing to do with character navigation / movement. Basically you are just synching animation with moving the character via SetInput / GoToPoint / Follow commands, so the character needs to stay in one spot when the animations run. For reference, look at the inherent crawler model in the Model Editor and play its animations. Then look at the MonsterAI.lua script to see that actual movement of the crawler through the world is separate from the animation. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Deadlyforce Posted February 5, 2016 Author Share Posted February 5, 2016 What about if I wanted a character to roam around? Is there a path creator? I do remember seeing in one of the videos about setting nodes for the the character to follow. Quote Link to comment Share on other sites More sharing options...
macklebee Posted February 5, 2016 Share Posted February 5, 2016 Yes, the engine has recast/detour built-in. See the AI, Pathfinding, and Events tutorial and map for examples and review the API for Entity Navigation commands. Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Deadlyforce Posted February 5, 2016 Author Share Posted February 5, 2016 Thanks a lot for the help. Now I need to figure out how to take the animation and keep it from moving forward LOL. There is always something. Quote Link to comment Share on other sites More sharing options...
Brutile Posted February 5, 2016 Share Posted February 5, 2016 It should just be a matter of centering the root bone in every keyframe that you have set. Quote Link to comment Share on other sites More sharing options...
Deadlyforce Posted February 5, 2016 Author Share Posted February 5, 2016 After hours of searching the web on how to do it in Blender with no luck at all and playing with BVHacker I got it figured out and OMG I laughed. I loaded the BVH file into BVHacker and with ONE click on the "Clamp to Channel" X axis it was done. Saved file, loaded into Blender with character and exported. Imported into game and now character walks in place and collision. If someone that knew how to do this and was watching over my shoulder, they would be laughing their *** off at me. Thanks for the help guys. 1 Quote Link to comment Share on other sites More sharing options...
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