EvilTurtleProductions Posted July 6, 2022 Share Posted July 6, 2022 I've encountered this bug many times now, so should really make a report already haha. I had to fix a small mistake in a model today, so I changed it in Blender, exported to FBX and LW automatically updated the .mdl file. Noticed that if you have the editor open that any changes in hierarchy (due to the updating of the model file) makes all the children of that model/entity go into nowhere-land. Almost as if it applies the global position values of the children to the local position. But it gets stranger: everything looks normal and the positions of the children are normal too. However if I either restart the editor or re-open the map the children are all in that "global" position (see the screenshots). I've had to re-position the children a few times now due to this, after noticing that a model wouldn't render (I guess because the AABB check is all wonky now?). I also noticed that whilst I could move a Pivot child, the icon did not move. A restart fixed that. Quote Link to comment Share on other sites More sharing options...
IceBurger Posted July 6, 2022 Share Posted July 6, 2022 I've also experienced the pivot icon thing, I just work around it by doing the bare minimum until I know my model and animations are perfect. Not a very likeable workaround, but it works lol. Quote i now hate love C++ Beeeeeeeeeeeeeep~~This is a test of the emergency signature system~~Beeeeeeeeeeeeeep RX 6800XT | i5-13600KF | 32GB DDR5 | 1440p is perfect Link to comment Share on other sites More sharing options...
Josh Posted July 6, 2022 Share Posted July 6, 2022 It's not really a bug. If you modify the hierarchy of the model, all the old orientations of the limbs are no longer valid. What else can the editor do? 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...
reepblue Posted July 6, 2022 Share Posted July 6, 2022 19 minutes ago, Josh said: What else can the editor do? Maybe have all sub children entities reposition at the root's origin in local space? Having entities sent across the map is terrible. Quote Cyclone - Ultra Game System - Component Preprocessor - Tex2TGA - Darkness Awaits Template (Leadwerks) If you like my work, consider supporting me on Patreon! Link to comment Share on other sites More sharing options...
Josh Posted July 6, 2022 Share Posted July 6, 2022 I have a couple ideas: Only record the limb orientations in files when the user has manually changed the orientation in the editor. If the number of limbs changes in the model file, reset them all to their origin, like @reepblue suggests. Maybe also compare the origin in the model, and a stored value in the scene, and if they don't match, with some small tolerance, reset everything. 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...
EvilTurtleProductions Posted July 7, 2022 Author Share Posted July 7, 2022 On 7/6/2022 at 4:56 PM, Josh said: It's not really a bug. If you modify the hierarchy of the model, all the old orientations of the limbs are no longer valid. What else can the editor do? Here's the catch: the hierarchy's unchanged. I should explain a little bit better actually: I always collapse the models. When updating the model file I have to collapse it again. I noticed the bug happens too in this scenario even though the hierarchy ends up being the same. Quote Link to comment Share on other sites More sharing options...
EvilTurtleProductions Posted July 11, 2022 Author Share Posted July 11, 2022 Okay it gets stranger: I changed a material in a model... and the bug happened. No hierarchy changes or anything, just swapped the glass material with a new one and there went all the children Quote Link to comment Share on other sites More sharing options...
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