Author Topic: Subobject Animation doesn't work when rotating about z axis  (Read 1245 times)

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Offline esarai

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Subobject Animation doesn't work when rotating about z axis
Hey SCP,

I encountered a weird... thing while attempting to make some assets for BP:WiH.  The item in question is a ship that has animated subobjects triggered by turret firing.  I've been using the +relative_angle: measurement to define how they rotate.  The strange thing is that when I have an x or y axis rotation defined, the subobjects move.  When I define a z-axis rotation, nothing happens; the subobjects just sit still. 

Is there anyone out there who can explain why this is to me and give me a solution?  And if none exists, please consider this a request to get triggered rotation about the z-axis relative to the ship in working order.

As always, any help is greatly appreciated!
<Nuclear>   truth: the good samaritan actually checked for proof of citizenship and health insurance
<Axem>   did anyone catch jesus' birth certificate?
<Nuclear>   and jesus didnt actually give the 5000 their fish...he gave it to the romans and let it trickle down
<Axem>and he was totally pro tax breaks
<Axem>he threw out all those tax collectors at the temple
<Nuclear>   he drove a V8 camel too
<Nuclear>   with a sword rack for his fully-automatic daggers

Esarai: hey gaiz, what's a good improvised, final attack for a ship fighting to buy others time to escape to use?
RangerKarl|AtWork: stick your penis in the warp core
DarthGeek: no don't do that
amki: don't EVER do that

 

Offline Nuke

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Re: Subobject Animation doesn't work when rotating about z axis
sounds like a good ol' fashioned case of gimbal lock. thats the problem with using euler angles to define an orientation. could try defining uvec and fvec, or tweak your angles slightly or try an equivalent rotation. you could also try kicking it a couple times and sacrificing a virgin, i find that always helps.
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Offline Vasudan Admiral

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    • Twisted Infinities
Re: Subobject Animation doesn't work when rotating about z axis
Actually I seem to recall PCS2 has had trouble with defining axes of rotation before. Try opening the pof (once Z rotation has been specified in PCS2) in PCS1 and seeing if it confirms that axis compared to what it confirms with X and Y.
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