LarryG on 17/10/2016 at 04:30
I have an archer mesh with limit planes which is almost right. Everything looks correct in game, except for the bow's limit plane being visible!
[ATTACH=CONFIG]2314[/ATTACH]
The limit plane has the name LWR_SLWR_2. There is another smaller limit plane going through the bowman's left wrist called XJLWR_SLEL, just in front of the LWR_SLWR_2 limit plane, which passes through the closed left hand.
[ATTACH=CONFIG]2315[/ATTACH]
I also have no idea why the plane shows up as red, when the material specification is explicitly for black.
The diagnostics from building the mesh are:
[INDENT]no id mapping for joint bot
335 distinct vertices
TOTAL POLYS: 655, VERTS: 635
STRETCHY POLYS: 410, VERTS: 261
RIGID POLYS: 245, VERTS: 374
631 verts inserted (4 verts originally)
300 non-distinct verts
MeshUp Version 1.00 by Shadowspawn
AI Mesh binary file. Version 2[/INDENT]
Anyone have any ideas?
R Soul on 17/10/2016 at 18:08
The plane should be called XJLWR_SLWR#2. It's also strange that he has a vertical plane next to his head.
The material colour shouldn't matter, nor should its name, but I'd have expected the name to be 'green' with a colour to match. How did you import that mesh? I.e. did you start with the .e file that already exists in mesh.crf?
LarryG on 17/10/2016 at 18:25
I don't recall exactly when I got it. I think it is one of Shadowspawn's. I just started playing around with it.
I'll rename the limit plane and see if that fixes it. Thanks.
Edit: Yep. That fixed it. Thanks!
PinkDot on 19/10/2016 at 21:04
Quote Posted by R Soul
It's also strange that he has a vertical plane next to his head.
This is most likely a limit plane to separate vertices of the upper part of the bow from the head.
LarryG on 19/10/2016 at 21:07
I'm also finding that the joint numbers for this guy don't correlate to the standard joint assignments for humanoids. When I have them mapped, I'll document them here.
EDIT: by empirical testing this mesh in DromEd:
Joints
0 = na
1 = na
2 = left ankle
3 = right ankle
4 = left knee
5 = right knee
6 = left hip
7 = right hip
8 = butt
9 = neck
10 = left shoulder
11 = right shoulder
12 = left elbow
13 = right elbow
14= left wrist
15 = right wrist
16 = na
17 = na
18 = abdomen
19 = na
20 = na
21 = na
I have no idea how the joint numbers get assigned. But this is what this archer mesh has. Odd that it doesn't have a head attachment point, but I didn't find one.