• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

attachment names

Status
Not open for further replies.
Level 14
Joined
Aug 30, 2004
Messages
909
I'm very new to modeling, and so far have just been adding attachments and sounds to models using the tutorials here.

I have a simple question:

When I add an attachment, can I use any name I want or do I have to use one of the standards such as: weapon, hand, foot, chest, origin, etc.

I tried adding an attachment called: arm1 and it didn't seem to work when I used a trigger to attach something to it.
 
Level 14
Joined
Aug 30, 2004
Messages
909
In addition to what Tirlititi said, in Magos' Model Editor's Node Manager, when creating an attachment point, you must add "Ref" after the name, so for example, "Hand Right Ref" will link to "Hand, Right". Don't forget to also set the coordinates for your attachment points.

Just for the record, I've put overhead and origin attachments without "Ref" after it that have worked. I'm not sure why. Is "Ref" just for those that have a modifier like "left" or "rear"?

Are the animation names also hardcoded? A nice modeler added an animation to a model for me and when he asked me what I wanted to name the animation I said "roll" because that was what it was. He called it "spell" which was fine, but i got the sense that you can't just name any animation whatever you want.
 
Status
Not open for further replies.
Top