ZylonBane on 3/3/2014 at 19:20
I've been messing around with SS2 in DromEd a bit lately, and I'm finding myself wishing for a way to alter the default orientation of certain spawned objects-- specifically, objects thrown from the player and objects created via corpse links. I'd hoped this would be as simple as editing the orientation in the Position property on the archetype, but alas, that does nothing.
Is there any way to do this that doesn't require building a virtual Rube Goldberg machine?
R Soul on 3/3/2014 at 19:55
Relative to the player or the world?
If objects in SS2 don't already have the same orientation relative to the player, you could try the Projectile > Faces Velocity* property, rotating the model in 3dsMax if necessary.
*Since T2 objects are relative to the player I can't test that idea.
ZylonBane on 3/3/2014 at 20:17
Relative to... whatever it's currently doing, I suppose. For example, in SS2 if you toss the wrench into the world from inventory, it's emitted laying flat (and rotated player-relative). But if you toss the laser rapier into the world, it's pointing straight up and down (due to being modeled that way), which looks silly. So I'd like some method for it to rotate itself on spawn. I'm guessing a rotation tweq on the archetype might do the job, but I've no idea how it would be set up.
The non-DromEd solution would be to just rotate the 3D model, but that's exactly what I'm trying to avoid.
It does seem odd that there would be no mechanism for adjusting the native orientation of 3D models.
LarryG on 3/3/2014 at 21:28
Quote Posted by ZylonBane
It does seem odd that there would be no mechanism for adjusting the native orientation of 3D models.
Well there is, when you place them in the world. But when you create them during gameplay, which includes dropping and throwing inventory items, I believe that they take on the as-built orientation. Corpse linked items should take on the orientation & placement of the thing that they are the corpse of. That's how banners / slashed banners work. You slash a banner & you get a corpse linked slashed banned created and the original banner destroyed. The slashed banner object takes on the exact placement & orientation of the original banner.
ZylonBane on 4/3/2014 at 03:06
Okay, got it figured out for corpse objects. All I had to do was add to the archetype--
Rotate
- Halt: Stop Tweq
- AnimC: Sim
- x rate-low-high: 1, 180, 180
RotateState
- AnimS: On
This was for an object I wanted flipped upside-down from its native orientation. Seems to work reliably.
Yandros on 4/3/2014 at 04:16
Assuming you see it rotating when it's created, if you make the rate higher it will snap quickly to the desired orientation, fast enough to look like it was spawned in that orientation.
ZylonBane on 4/3/2014 at 04:31
I don't see any rotation at all. I presume this is because I've set the high and low rotation values to the same number. So huzzah.
Zontik on 4/3/2014 at 12:09
I've just used the same thing for emitted objects. Works fine.
Yandros on 4/3/2014 at 18:57
Quote Posted by ZylonBane
I don't see any rotation at all. I presume this is because I've set the high and low rotation values to the same number. So huzzah.
Doh! That makes sense.
ZylonBane on 7/3/2014 at 17:50
So this technique doesn't work as desired for thrown objects. It appears that the tweq doesn't take effect until the object stops and assumes a stable rest axis. Oh well.