Posted By: Error014
Bones rotation always around first frame's position? - 03/07/12 22:25
I'm rotating a bone using ent_bonerotate, like, say, this:
Now, I'm using flat character models (think several flat "planes" attached together to form a character shape). Since the scale-parameters can, for some reason, not be set < 0 anymore (it works in ent_bonescale, but I need it for the whole model), I couldn't simply "flip" or "mirror" the model anymore (yeah, I could do that in a material, but please disregard that option for now).
Each of those planes has it's own bone attached.
So in order to flip/mirror the model, I created new frames that show the model facing to the right. Part of doing that involved moving the planes to the new position (by moving their bones).
Now, it seems that when rotating those bones, the new bones-position (using ent_animate) isn't being taken into account. Instead, the bone rotates around the previous position!

Now, dear forum, I ask: WHAT THE HECK?
What did I do wrong?
Code:
ent_bonerotate(who,"backleg",vector(0,0,(25*sinv(prog*3.6))));
Now, I'm using flat character models (think several flat "planes" attached together to form a character shape). Since the scale-parameters can, for some reason, not be set < 0 anymore (it works in ent_bonescale, but I need it for the whole model), I couldn't simply "flip" or "mirror" the model anymore (yeah, I could do that in a material, but please disregard that option for now).
Each of those planes has it's own bone attached.
So in order to flip/mirror the model, I created new frames that show the model facing to the right. Part of doing that involved moving the planes to the new position (by moving their bones).
Now, it seems that when rotating those bones, the new bones-position (using ent_animate) isn't being taken into account. Instead, the bone rotates around the previous position!

Now, dear forum, I ask: WHAT THE HECK?
What did I do wrong?