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Re: Rotating a bone with mouse [Re: ] #455334
10/17/15 00:57
10/17/15 00:57
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
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Hiporope and its pain
Around ent_bonereset...

Originally Posted By: Online Tutorial - Workshop 23: Bones
Why do we need to reset the bone first? Let's assume that bone_angle.pan is set to 30 degrees at a certain moment. Then, let's imagine that the player moves the mouse a little further in the following frame, until bone_angle.pan reaches 35 degrees. But the gun was already rotated by 30 degrees in the previous frame, so it would now rotate another 35 degrees, setting the pan angle to 30 + 35 = 65 degrees!

This is what would happen if we wouldn't use that "ent_bonereset" instruction inside the while loop. By using ent_bonereset we discard the old angles every frame, so the bone will only get the newly computed angles (pan = 35 degrees in my previous example)

Re: Rotating a bone with mouse [Re: txesmi] #455335
10/17/15 01:57
10/17/15 01:57

M
Malice
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Malice
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M



Quote:
Why do we need to reset the bone first?


Lol - For me this was easy - "Because txesmi said so!"

Either way he should be seeing some movement...

Am I wrong that you can not just add bones to a model, you have to bind the vertex ?

I think the bone is moving, it's just not attached to vercies...

Edit - txesmi doesn't guess, troubleshoot or work it out. Like all my betters he researches, test and KNOW's before he speaks. YOUR awesome bro...!

Last edited by Malice; 10/17/15 02:06.
Re: Rotating a bone with mouse [Re: ] #455336
10/17/15 02:12
10/17/15 02:12
Joined: Jun 2010
Posts: 590
California
Ruben Offline OP
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Originally Posted By: Malice
One idea - are any vertics actual attached to the bone? You can place a bone without binding it in med. You may have done so.

another test -
ent_bonerotate(my,"bone",vector(0,5*time_step,0));

You should see movement!

I am pretty sure I attached the vertices to the bones. When I open up the model in MED and press the Animate button, I am able to manually make the model bend forward and backward at the waist by manually rotating the waist bone.

Also, I tried out your test. Same result.

Last edited by Ruben; 10/17/15 02:13.
Re: Rotating a bone with mouse [Re: Ruben] #455337
10/17/15 02:17
10/17/15 02:17
Joined: Feb 2012
Posts: 371
Dico Offline
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the code that i give you before im sure it work , so what i think is problem from attaching bone to vertex

Re: Rotating a bone with mouse [Re: Dico] #455338
10/17/15 02:19
10/17/15 02:19
Joined: Feb 2012
Posts: 371
Dico Offline
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or you have a wrong bone name smirk

Re: Rotating a bone with mouse [Re: ] #455339
10/17/15 02:19
10/17/15 02:19
Joined: Jun 2010
Posts: 590
California
Ruben Offline OP
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Originally Posted By: Malice
Yes they are NOT failing.. Odd!

http://www.conitec.net/beta/macros.htm

please look in the manual under the 'Percompiler' section for the link to "macro's" --

EDIT - perhaps the problem is the vector (x,my.BEND_WAIST,z);
maybe move the my.BEND--- to the x place.

Tried it. Same result.

Re: Rotating a bone with mouse [Re: Dico] #455340
10/17/15 02:20
10/17/15 02:20
Joined: Jun 2010
Posts: 590
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Ruben Offline OP
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Originally Posted By: Dico
or you have a wrong bone name smirk

Is the bone name found on the lower right corner area of MED, when you have the bone selected in red?

Re: Rotating a bone with mouse [Re: Dico] #455341
10/17/15 02:21
10/17/15 02:21
Joined: Jun 2010
Posts: 590
California
Ruben Offline OP
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Ruben  Offline OP
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Originally Posted By: Dico
the code that i give you before im sure it work , so what i think is problem from attaching bone to vertex

Like I said before, I am able to make the player model bend forward and backward at the waist perfectly when I manually rotate the waist bone, after clicking the Animate button in MED. So it appears that the vertices are connected correctly to the bones, unless there is something I am missing.

Re: Rotating a bone with mouse [Re: Ruben] #455342
10/17/15 02:22
10/17/15 02:22
Joined: Feb 2012
Posts: 371
Dico Offline
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yes

Re: Rotating a bone with mouse [Re: Dico] #455343
10/17/15 02:25
10/17/15 02:25
Joined: Jun 2010
Posts: 590
California
Ruben Offline OP
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Originally Posted By: Dico
yes

Isn't the first bone created on a model titled "Bone" by default?

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