Slastraf Posted April 21, 2021 Share Posted April 21, 2021 I forgot I did something in my script to make this behaviour. Quote Link to comment Share on other sites More sharing options...
Marcousik Posted April 21, 2021 Share Posted April 21, 2021 Maybe it is not so simple as expected if the bones are controlled by a skeleton? Quote Link to comment Share on other sites More sharing options...
Slastraf Posted April 22, 2021 Author Share Posted April 22, 2021 12 hours ago, Marcousik said: Maybe it is not so simple as expected if the bones are controlled by a skeleton? Should work regardless. How would you put a sword on a hand for a rpg for example ? Edit it is fixed now Quote Link to comment Share on other sites More sharing options...
Marcousik Posted April 23, 2021 Share Posted April 23, 2021 Yes sure it works well with adding a sword to a bone. You can even turn the head for example while animated skeleton. But when I told this, I supposed the sword will not get a SetRotation () with movements. For example I had strange issues with the simple rotations of the propeller set as child on an helicopter model: If the movements became too complex, the rotations of the propeller did not match what was expected anymore, going really crazy, just as if the calculation would go too expensive and ended with strange results. So it seems using turn or move on children generated strange results, unless the scene stays simple... I know this helps not a lot, but it something to consider. Seems that using joints with Mass like for car's wheels give a much solider realistic results as turn on no Mass children, even at higher Speed. Quote Link to comment Share on other sites More sharing options...
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