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Author Topic: moving model positions  (Read 7309 times)

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moving model positions
« on: »
this is specific request for my fellows here that know more 3d than me

im trying to create a skill that summons 2 floating pets attached to the character (kinda like the outlanders repulsion hex)
i did some quick file cloning and xml editing and managed to make 2 summons which float by my side, the problem im having is making skills the summons use fire from their reoriented positions


those little floaty turrets are the summons, as seen here the skills dont fire from the right positions
im using the gun portion of the gunbot model in media/models/pets/gunbot

the only thing i did to the model skeletons, was edit the x and y position of its "root" bone
im guessing more has to be done to let skills fire from the correct position, i tried to reorient all the animation skeletons with retimer but had no success.

any idea on how this can be done?

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Re: moving model positions
« Reply #1 on: »
Maybe I'm way off about this but if you're basing this skill from Repulsion Hex then repulsion sentry's skill already does this, right?
Spoiler (hover to show)
« Last Edit: April 09, 2017, 04:43:33 am by doudley »

Re: moving model positions
« Reply #2 on: »
im basing it on repulsion sentry but im tweaking the skill to be more specific to the aesthetic im aiming for, im not a proponent of straight up cloning a skill, and besides it would look janky with the feel and theme im trying to convey with the skill.

to put it simply, the problem im having is basically with 3d instead of the skill itself.
i want to make the gun bot (guns) behave like a repulsion sentry but have them be floating in a different positions (one on the left and right) like i said i was able to achieve this by cloning the model and editing the root bones for both in the bind skeleton

if i set the skill to attaches it should fire from the center of the model, but obviously something is up with the orientation of the edited models.
« Last Edit: April 09, 2017, 04:55:33 am by TwinkleToes »

Re: moving model positions
« Reply #3 on: »
Oh I see, thank you for clarifying it! :D

I made a 3 sentry-repulsion hex skill back in 2013, nothing to do with 3d and their orientations :-[

Re: moving model positions
« Reply #4 on: »
Hey @TwinkleToes would you add a screenshot of your edited model on the mesh viewer, and make it show the bones position. I have an idea of what could be the issue, but knowing where the bones are in the model will tell me if I'm right or now.

For what I can see the particles seems to fire from the root bone, or the center of the model, have you tried using "Fire from Bone" with the bone that's in the turrets position?

Re: moving model positions
« Reply #5 on: »
heyya Twinkle! So the skill has a "fire from bone" line somewhere, most likely "center" for those turrets? Maybe it's still treating their "centers" as the origin-point of the model (instead of their relocated root bones).

Instead of relocating them via moving their root-bones, can they be relocated via an "offset" command in relation to the summoner (I believe this is how Alch's Ember Sentry is setup)
« Last Edit: April 09, 2017, 06:44:59 am by Phanjam »


Re: moving model positions
« Reply #6 on: »
Instead of relocating them via moving their root-bones, can they be relocated via an "offset" command in relation to the summoner (I believe this is how Alch's Ember Sentry is setup)

offset? which editor is that in? as far as i know you cant force something to offset if its attached to its master via the unit editor, you can however attach the summons to a specific bone on your model, but this method is not ideal for what im pursuing.
alchemists crystal is exactly the same as repulsion hex, both seem to be models that are offset based on their bone positions.

Re: moving model positions
« Reply #7 on: »
Hey @TwinkleToes would you add a screenshot of your edited model on the mesh viewer, and make it show the bones position. I have an idea of what could be the issue, but knowing where the bones are in the model will tell me if I'm right or now.

For what I can see the particles seems to fire from the root bone, or the center of the model, have you tried using "Fire from Bone" with the bone that's in the turrets position?

not familiar with a model viewer that shows bone positions lol
but heres the raw code as an XML file
ive only edited the bind skeleton

Code: [Select]
<skeleton>
    <bones>
        <bone id="0" name="gun">
            <position x="1.13994e-009" y="-0.191959" z="0.24724" />
            <rotation angle="0">
                <axis x="1" y="0" z="0" />
            </rotation>
        </bone>
        <bone id="1" name="head">
            <position x="0" y="0" z="0" />
            <rotation angle="0">
                <axis x="1" y="0" z="0" />
            </rotation>
        </bone>
        <bone id="2" name="root">
            <position x="2" y="-2.5" z="0" />
            <rotation angle="1.5708">
                <axis x="-1" y="-0" z="-0" />
            </rotation>
        </bone>
    </bones>
    <bonehierarchy>
        <boneparent bone="gun" parent="head" />
        <boneparent bone="head" parent="root" />
    </bonehierarchy>
    <animations>
        <animation name="Bind" length="0">
            <tracks />
        </animation>
    </animations>
</skeleton>

the other one is basically just position x="-2" and y="-2.5" on the root bone
fire from bone doesnt do much, with what ive done here it still interprets the models as being in the center but shows them flying around visually.


Re: moving model positions
« Reply #8 on: »
not familiar with a model viewer that shows bone positions lol
but heres the raw code as an XML file
ive only edited the bind skeleton


Is the one runic gave us on the TL2 tools and assets pack, in one the tabs you can turn the visibility of the bones. I'm not really that good a reading .xml files haha but I see what you did there.

Re: moving model positions
« Reply #9 on: »
dont have that lol, but im downloading it as of this moment

Re: moving model positions
« Reply #10 on: »
@Anarch16sync
so heres the comparison of the normal model and my edited one
the bones are in the same place but the model flies off somewhere else
Spoiler (hover to show)

Re: moving model positions
« Reply #11 on: »
Hey Twinkle, by "offset" I meant like how the ember sentry summon layout (EMBERSENTRY.LAYOUT) does it (I believe it's those RADIUS and ANGLE lines)...

Code: [Select]
[PROPERTIES]
<STRING>DESCRIPTOR:Unit Spawner
<STRING>NAME:Unit Spawner0
<INTEGER64>PARENTID:-1
<INTEGER64>ID:5788177699228422622
<STRING>MIN RADIUS:0,0.01
<STRING>MAX RADIUS:0,0
<STRING>ANGLE:0,140
<UNSIGNED INT>COUNT:1
<BOOL>SPAWN ON CREATE:false
<FLOAT>DURATION:0
<BOOL>SPAWN IN CENTER:true
<STRING>RESOURCE:EMBER SENTRY
[/PROPERTIES]

because if you look a the sentry mesh bones, they are not offset from the origin-point (the point with the red, green and blue arrows at the bottom), yet the sentry floats a little in front and at an angle from you. 



This led me to believe it's the .LAYOUT which does the positioning, not anything with the bones...


Re: moving model positions
« Reply #12 on: »
Yeah, just what I tough, when you moved the root the mesh got the right location, but the other bones keep their relative distance from the root bone, you would want to make the other bones move to where your model is. Now I don't know if you can make it work right editing the XML file, you can try anyway of
 course, and I don't mess around so much with skeleton on blender to say if it's easy or not. Maybe @Kva3imoda or @Vkoslak will come around and have a say on it.

Re: moving model positions
« Reply #13 on: »
@Phanjam
the radius and angle are to control the aoe of the unit spawner lol
ive used that to make the vanquishers arrow rain particles with a unit spawner that spawns particles instead of missiles or pets

@Anarch16sync
yea, i checked out the repulsion hex model and it seems like the whole thing is just a large connected bone. that shows the mesh at one of its points 
while the right hand bone is on the tip, to determine where to fire the particles from
Spoiler (hover to show)

maybe i could restructure the bones for the gun bot to be like repulsion hex, but it seems like a huge task using just xml files.

Re: moving model positions
« Reply #14 on: »
maybe i could restructure the bones for the gun bot to be like repulsion hex, but it seems like a huge task using just xml files.

Yeah it would be, because of all the trial-and-error! You need 2 models, 1 each for the left and right, with looks like a 1meter offset more or less? gimme a few and I'll try to make them for you...

EDIT

or send me the .mesh.xmls you were working with; I'll just convert them back to .MESH to see what you wre after...



 

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