YouGroove Posted March 3, 2013 Share Posted March 3, 2013 I use in the main loop of the game the function : self.entity:GoToPoint(20,0,-15,2.5,1); But the character always turns and runs backwards ? Strange ? Is there a way to keep it be facing the direction he runs or walks ? In the pic you can see i drawed the direction he runs and you can see it runs but he is not turned in the right direction ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted March 3, 2013 Share Posted March 3, 2013 Set the character controller rotation angle to 180 in the editor. 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...
YouGroove Posted March 3, 2013 Author Share Posted March 3, 2013 I tried : Rotation 180 for rotation in Y on the "general" panel Same rotation in "Physics" panel for "shape rotation" even boths ? The character always turns automatically ? strange ? It must be something with orientation or origin ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Canardia Posted March 3, 2013 Share Posted March 3, 2013 I think the character model is 180 degrees rotated, so it doesn't by default fit the Leadwerks axis system, where Z+ is forward, so you have to do manually those 180 turns, which eat a few CPU cycles though. Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
YouGroove Posted March 3, 2013 Author Share Posted March 3, 2013 Or bring it to some 3D modeler and put a rotation before export. Gaining CPU cycles on mobile is lot more preferable. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
YouGroove Posted March 3, 2013 Author Share Posted March 3, 2013 I tested with the goblin and it do the same ? It must be my settings as it works on the game "darkness awaits". Quote Stop toying and make games Link to comment Share on other sites More sharing options...
cassius Posted March 3, 2013 Share Posted March 3, 2013 I had a similar problem in le 2. My character faced the wrong way when using PointEntity. I loaded it into uu3d and rotated 180 in the y coord That 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...
Admin Posted March 3, 2013 Share Posted March 3, 2013 The prefab we made already has that setting adjusted. It's because the model itself faces in the negative Z direction. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted March 3, 2013 Author Share Posted March 3, 2013 Why does it works in the game demo darkness awaits ? Is it some rotation applied in the code ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
martyj Posted December 22, 2014 Share Posted December 22, 2014 Is there seomthing in code we can do to fix this? I've tried applying rotations before calling Entity::GoToPoint and it still moves the model facing backwards. For some reason 3ds Max is having errors when I try to import my model, so I can't seem to just rotate it on my own. Quote Link to comment Share on other sites More sharing options...
Josh Posted December 22, 2014 Share Posted December 22, 2014 You can adjust this in the editor, but in code you can just call Entity:SetCharacterControllerAngle(180) 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...
Evil Resident Posted March 3, 2015 Share Posted March 3, 2015 I'm gona try the solutions above, but I to am running in this problem. Quote Link to comment Share on other sites More sharing options...
havenphillip Posted July 25, 2017 Share Posted July 25, 2017 Change the character angle in the physics settings to 180, not the y-axis rotation in the general settings tab. Quote Link to comment Share on other sites More sharing options...
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