tjheldna Posted April 4, 2013 Share Posted April 4, 2013 If "ignore groups" is not checked and you assign a character controller to a player, the character controller is assigned to every node in the hierarchy. This causes the player to explode when the game is launched =). If "ignore groups" is selected then the character controller is assigned to the root only and works. - Character exported using .gmf format using character studio for bones. Cheers Quote Link to comment Share on other sites More sharing options...
Josh Posted April 5, 2013 Share Posted April 5, 2013 Well, that's how it works. You are editing all the properties of all selected objects. What we could do is make the character physics setting only apply to the top-level entity in the selection hierarchy, but that's more of a design issue, not actually a bug. 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...
tjheldna Posted April 6, 2013 Author Share Posted April 6, 2013 hmm, you know what, it's actually stopped occurring. I've made a bit of progress with the character as far as animations and skinning goes. When this issue was happening there were no animations. I'll see if I can narrow it down, but may have to leave this issue for now. Quote Link to comment Share on other sites More sharing options...
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