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Is there a weapon model facing standard?

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  • replied
    Originally posted by Allar View Post
    Forward is +X, Up is +Z, I'll fight anyone who says otherwise. /puts fists up
    In a world inside a box there is no spoon unless you can tell "it" what a spoon looks like.

    P.S. sorry I was compelled

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  • replied
    The direction the weapon is pointing does not matter. It's the direction of the local rotation transform that determines where the direction of weapon will snap to the socket.

    The standard use to be to zero out the rigs rotation transform and realigning the local transform is easy enough to do. Now it seems that everyone wants to do things their way and what would be super nice is if there was a standard for naming conventions.

    A possible solution would be a socket to socket snap of the weapon to the character model with both sockets rotation zeroed out but I have not tried it my self.

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  • replied
    Originally posted by Allar View Post
    Forward is +X, Up is +Z, I'll fight anyone who says otherwise. /puts fists up
    Too bad the sample skeleton is +Y forward

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  • replied
    and if everything was made that way, thatd be awesome, but so far i've gotten 3 different results with default socket rotations on the 3 rigs provided in sample and free content (sample animations, animation starter, and maximo) :/

    also, what defines the front of a melee weapon? guns are easy, the barrels should point down the front ya? but whats the front of a sword, the flat side or the sharp edge?
    At the very least, having all weapons with their tops/poiny-end going up the Z is nice

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  • replied
    Forward is +X, Up is +Z, I'll fight anyone who says otherwise. /puts fists up

    Leave a comment:


  • started a topic Is there a weapon model facing standard?

    Is there a weapon model facing standard?

    Some "lay down" the x or y axis and snap properly without need of a socket rotation to animations (like the maximo set) while others, like the infinity blade weapons, point up the z axis and snap nicely to sockets on the animation starter set.

    Is there a standard that one should try to stick with or is it expected that animations/rigs vary enough and sockets/blueprints will just have to be rotated to work?
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