Rick Posted October 19, 2013 Share Posted October 19, 2013 I use the character controll MoveToPoint() on a model I've purchased. However, when it moves it points backwards. Is there anything I can do within LE only to fix this? I know I can resize models in the model editor but I can't see anything for rotating them. That would be pretty cool if we could do that, but doesn't help me now. Do I have any options within LE? Quote Link to comment Share on other sites More sharing options...
cassius Posted October 19, 2013 Share Posted October 19, 2013 I used uu3d to slove this prob. Rotation. EDIT: in uu3d I found that characters should point to the right of the screen to be ok in le2 and 3. 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 October 19, 2013 Author Share Posted October 19, 2013 Yeah. This is a pretty common problem when buying models and it seems like it would be an easy fix. Would be nice to be able to do this in the LE3 model editor. Quote Link to comment Share on other sites More sharing options...
macklebee Posted October 19, 2013 Share Posted October 19, 2013 cant you rotate it just by using the rotate button then save it as a prefab with the rotation you want? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rick Posted October 19, 2013 Author Share Posted October 19, 2013 Doesn't seem to work. I place in the model, resize it, rotate on y by 180, set it's physics as character controller, give it a mass of 5 and collision of character controller, add my script and save as prefab. Then I add the prefabs and they still walk backwards using GoToPoint(). Quote Link to comment Share on other sites More sharing options...
macklebee Posted October 19, 2013 Share Posted October 19, 2013 strange... i can change the goblin model's rotation in the demo and save it as another prefab, place it in the scene, and the goblin is moving in the direction of its local +z axis. Also i can change the rotation of the character by adjusting the poorly named 'Character' parameter under the Physics tab - located right below the 'Collision Type' parameter (which might not exist anymore as its not listed in the documentation). Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rick Posted October 19, 2013 Author Share Posted October 19, 2013 It worked for me on the goblin too. I do the same steps on this Bison model and it still walks backward. I thought maybe I rotated by 180 the first time and didn't realize it, but I just did the same steps with 180 for Y value and 0 for Y value and it's the same result of them walking backwards. Quote Link to comment Share on other sites More sharing options...
macklebee Posted October 19, 2013 Share Posted October 19, 2013 does the 'Character' rotation parameter still exist under the Physics tab in your version of L E3? if so, you could try that. If not, then maybe there is something weird with the MoveToPoint command? Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Rick Posted October 19, 2013 Author Share Posted October 19, 2013 Yeah, if I set Character Angle under physics to 180 then it works. Weird about why goblin works with just setting the rotation under general and this model doesn't seem to have any affect. Thanks! Quote Link to comment Share on other sites More sharing options...
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