cassius Posted April 15, 2019 Share Posted April 15, 2019 if I place a character on the map it is half hidden in terrain when I run the game.I have physics set as character controller and mass set at 30.In the past I have used code to load and place characters .I know this question has come up before but I can't find answer. Any help??? 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...
Josh Posted April 15, 2019 Share Posted April 15, 2019 The model's origin should be at its feet. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution gamecreator Posted April 15, 2019 Solution Share Posted April 15, 2019 3 hours ago, Josh said: The model's origin should be at its feet. To clarify, we're talking about the world/global origin (coordinates 0, 0, 0) not the model's pivot. In other words, the feet need to be just above the center of the global 3D space. Quote Link to comment Share on other sites More sharing options...
cassius Posted April 15, 2019 Author Share Posted April 15, 2019 My character ( an orc) is buried up to waist level when the game is run despite being placed correctly on the terrain. I have had this prob before but cannot remember how I fixed it. 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...
cassius Posted April 15, 2019 Author Share Posted April 15, 2019 My character ( an orc) is buried up to waist level when the game is run despite being placed correctly on the terrain. I have had this prob before but cannot remember how I fixed it. 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...
cassius Posted April 15, 2019 Author Share Posted April 15, 2019 in the editor the physics cylinder only covers top half of character. 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...
gamecreator Posted April 15, 2019 Share Posted April 15, 2019 Sorry, we were talking about your 3D modeling program, not the editor. The FBX needs to be exported after your model is moved above the origin. Quote Link to comment Share on other sites More sharing options...
Yue Posted April 15, 2019 Share Posted April 15, 2019 The center of the character, in the middle of half his feet. 1 Quote Link to comment Share on other sites More sharing options...
cassius Posted April 15, 2019 Author Share Posted April 15, 2019 ok thanks. The model looks fine in my other project where it is loaded in using code. I might do the same again, its only a couple of lines of code. 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...
Rick Posted April 16, 2019 Share Posted April 16, 2019 You are most likely offsetting. I think the editor might have a setting for this? Quote Link to comment Share on other sites More sharing options...
cassius Posted April 16, 2019 Author Share Posted April 16, 2019 Ok. I will check on that. 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...
Josh Posted April 16, 2019 Share Posted April 16, 2019 We have a setting for rotation but not for repositioning the character. I suppose you could just create a pivot for the character physics and make the visual model a child of that. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
cassius Posted April 17, 2019 Author Share Posted April 17, 2019 If I load my model into blender how do I recognise the origin and move it? 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...
Yue Posted April 18, 2019 Share Posted April 18, 2019 1 hour ago, cassius said: If I load my model into blender how do I recognise the origin and move it? In blender put the character at ground level, that a grid that this and represents the floor, put the mesh, your feet on that grid. Quote Link to comment Share on other sites More sharing options...
cassius Posted April 18, 2019 Author Share Posted April 18, 2019 Thanks. 1 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...
cassius Posted April 18, 2019 Author Share Posted April 18, 2019 Strange. Its already on the floor. 1 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...
Yue Posted April 18, 2019 Share Posted April 18, 2019 You can show us the model in question. Quote Link to comment Share on other sites More sharing options...
Yue Posted April 18, 2019 Share Posted April 18, 2019 Test.mp4 Quote Link to comment Share on other sites More sharing options...
Yue Posted April 18, 2019 Share Posted April 18, 2019 Quote Link to comment Share on other sites More sharing options...
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