Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
So I have the following problem:
All attachment shields I imported into my map are right-hand versions, as I'm using them to attach them to footman animations.
However, this new character model I made uses different animations and would use the shield on the left hand.
Is there a quick and easy way to basicly rotate the left hand attachment ref by 180 degrees so that it faces backwards without affecting the translation and rotation modifiers on animations?
How does that work? I mean, attachment points are points, how can they have directional information in them? But attached models somehow do know which orientation they should have? Can someone explain how that works?
The problem would obviously be that any swords carried in that hand would basicly face backwards... but I can live with that, I think. I'm not planning to attach swords or weapons in that hand anyway.
An alternative would be to mirror the whole model and all animations along the X/Z plane, then just rename the left and right hand attachment points, so that it functions the same as the footman. How can I do that quick and easy?
PS: Using mostly Matrix Eater, MDLvis and Magos. I don't have Neodex installed because it doesn't work on my machine with my 3ds max version.
All attachment shields I imported into my map are right-hand versions, as I'm using them to attach them to footman animations.
However, this new character model I made uses different animations and would use the shield on the left hand.
Is there a quick and easy way to basicly rotate the left hand attachment ref by 180 degrees so that it faces backwards without affecting the translation and rotation modifiers on animations?
How does that work? I mean, attachment points are points, how can they have directional information in them? But attached models somehow do know which orientation they should have? Can someone explain how that works?
The problem would obviously be that any swords carried in that hand would basicly face backwards... but I can live with that, I think. I'm not planning to attach swords or weapons in that hand anyway.
An alternative would be to mirror the whole model and all animations along the X/Z plane, then just rename the left and right hand attachment points, so that it functions the same as the footman. How can I do that quick and easy?
PS: Using mostly Matrix Eater, MDLvis and Magos. I don't have Neodex installed because it doesn't work on my machine with my 3ds max version.
