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Posted

In your ModelName file, go down to public void SetRotationAngles. Assuming you made your model in techne (so your floats are f, f1, f2 etc):

    this.head.rotateAngleX = f4 / (180F / (float)Math.PI);
    this.head.rotateAngleY = f3 / (180F / (float)Math.PI);
    this.leg1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
    this.leg2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;

 

Rename head to your mobs head shape name, and leg1/leg2 to the legs. The Math.PI basically just inverts it, so the legs will alternate in movement.

 

It's useful to know that if you change the X to Y or Z that changes which axis it rotates on. Just something you might need in the future.

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

In your ModelName file, go down to public void SetRotationAngles. Assuming you made your model in techne (so your floats are f, f1, f2 etc):

    this.head.rotateAngleX = f4 / (180F / (float)Math.PI);
    this.head.rotateAngleY = f3 / (180F / (float)Math.PI);
    this.leg1.rotateAngleX = MathHelper.cos(f * 0.6662F) * 1.4F * f1;
    this.leg2.rotateAngleX = MathHelper.cos(f * 0.6662F + (float)Math.PI) * 1.4F * f1;

 

Rename head to your mobs head shape name, and leg1/leg2 to the legs. The Math.PI basically just inverts it, so the legs will alternate in movement.

 

It's useful to know that if you change the X to Y or Z that changes which axis it rotates on. Just something you might need in the future.

 

 

When he walks now the legs freak out and the feet don't move also his arms don't move and his head rotates and detatches from the body O_o

STOP CRUCIFYING NEW MODDERS!!!!

Posted

by "Freaks out", do you mean they move really fast or go the wrong way?

 

If too fast, change the 0.6662F for a lower float; that affects the speed. If it's the wrong way, change the X for Y or Z.

 

Feet not moving, you'll need to add rotation code for them too if they're a seperate shape. Each shape on its own can be rotated, they don't pull other parts with them. It IS possible to do that (The Ender Dragon does it with it's wings), but I don't know how... I really want to know how though :P

I can tell you now though that if you add rotation code for the feet, it still wont work, because of the same thing as head:

 

Head detaching from body will be because your rotation point is in the wrong place. In Techne, the big blue ball you see is the rotation point. On the left, you use the Offset parameters to move that point around. So, the ball for a head should be on the neck, and the offset positions it.

Same goes with the foot; You would need the offset position to be in the same place as it is for the leg, otherwise the leg and foot wont move in sync.

 

What I do when I model in techne, is I only use two or 3 "positions" and everything is placed using offset. I have one point for the body, which all body parts use, one for the head which all head parts use and one each for any limb.

 

If you're confused by that, take a look at this tcn I made for my mod the other day. The wings each have their own rotation points, the head (which is about 8 parts) all share one, and the body has it's own one. The tail has one too, I was going to animate that but decided against it.

http://www.sendspace.com/file/0lpejm

 

 

Sorry that post is a bit long. TL;DR?

You need to set up rotation points in techne :P

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

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