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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Grenade spinning after thrown

Author Topic: Grenade spinning after thrown (11 messages, Page 1 of 1)
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Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 16, 2009 03:04 AM    Msg. 1 of 11       
Is it possible to stop a grenade spinning after it's thrown? If you don't know what I'm talking about, change the frag grenade to a rocket, compile, and test it ingame. Is it possible to make it fly straight?


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Apr 16, 2009 04:58 AM    Msg. 2 of 11       
i think it had something to do with changing the center of the bone, since it revolves around its axis... or don't rig it, just give give it a skin and don't give it weights, maybe that helps, i'd have to try it but i can't right now


Megaguirus
Joined: Feb 26, 2009

Om nom nom


Posted: Apr 16, 2009 05:57 AM    Msg. 3 of 11       
i don't think what i said was right, i couldn't find spinning in either tag
Edited by Megaguirus on Apr 16, 2009 at 06:02 AM


Koo294
Joined: Nov 30, 2008

How is she when she doesn't surf?


Posted: Apr 16, 2009 07:25 AM    Msg. 4 of 11       
Quote: --- Original message by: Mythril
Is it possible to stop a grenade spinning after it's thrown? If you don't know what I'm talking about, change the frag grenade to a rocket, compile, and test it ingame. Is it possible to make it fly straight?

it must be, look at the grenade arrows on paintswamp v1.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 16, 2009 08:19 AM    Msg. 5 of 11       
Quote: --- Original message by: BeachParty clan
i think it had something to do with changing the center of the bone, since it revolves around its axis... or don't rig it, just give give it a skin and don't give it weights, maybe that helps, i'd have to try it but i can't right now

If you dont link the model to any frame, then it cant export or compile or be able to get ingame.
Edited by Advancebo on Apr 16, 2009 at 08:19 AM


kirby_422
Joined: Jan 22, 2006

Apparently public enemy number 1?


Posted: Apr 16, 2009 12:39 PM    Msg. 6 of 11       
midway down the tag, "oriented along velocity" flag; that will aim it where its going.

EDIT: might want to note, "projectile" tag instead of just tag lol
Edited by kirby_422 on Apr 16, 2009 at 12:40 PM


Jesse
Joined: Jan 18, 2009

Discord: Holy Crust#4500


Posted: Apr 16, 2009 07:06 PM    Msg. 7 of 11       
Could it be animated to spin?


BeachParty clan
Joined: Oct 12, 2008

Sooo... You wanna switch to Red team huh?


Posted: Apr 17, 2009 06:01 AM    Msg. 8 of 11       
Quote: --- Original message by: Advancebo

Quote: --- Original message by: BeachParty clan
i think it had something to do with changing the center of the bone, since it revolves around its axis... or don't rig it, just give give it a skin and don't give it weights, maybe that helps, i'd have to try it but i can't right now

If you dont link the model to any frame, then it cant export or compile or be able to get ingame.
Edited by Advancebo on Apr 16, 2009 at 08:19 AM

then it's good that i never said that you don't have to link it, stop making stuff up

what i meant in my post, is that if you don't weight it, it will just stay in the pose you exported it in. since it's not an animation, the moving, it will move along cus it moves the gbxmodel as a whole. the animation of spinning shouldn't happen and it should stay straight because the spinning is an animation, i think

or just zet all values if what kirby said is there somewhere


Mythril
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Screenshot Guru
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Joined: Mar 29, 2008

Jeffrey Albert Waldo


Posted: Apr 17, 2009 06:09 AM    Msg. 9 of 11       
It's in the game engine or something. All grenades must spin D:

Thanks kirby though. It didn't stop it spinning, but it now does what I wanted it to do.


Advancebo
Joined: Jan 14, 2008


Posted: Apr 17, 2009 08:21 AM    Msg. 10 of 11       
Quote: --- Original message by: BeachParty clan
Quote: --- Original message by: Advancebo

Quote: --- Original message by: BeachParty clan
i think it had something to do with changing the center of the bone, since it revolves around its axis... or don't rig it, just give give it a skin and don't give it weights, maybe that helps, i'd have to try it but i can't right now

If you dont link the model to any frame, then it cant export or compile or be able to get ingame.
Edited by Advancebo on Apr 16, 2009 at 08:19 AM

then it's good that i never said that you don't have to link it, stop making stuff up

what i meant in my post, is that if you don't weight it, it will just stay in the pose you exported it in. since it's not an animation, the moving, it will move along cus it moves the gbxmodel as a whole. the animation of spinning shouldn't happen and it should stay straight because the spinning is an animation, i think

or just zet all values if what kirby said is there somewhere


weighting it and linking it is the same thing. You link the model to the frame, it moves. You rig the model to the frame, it moves. You dont link or rig the model to the bones, it doesnt export.
And linking the model is easier than exporting it with a skin modifier. You should only use skin modifier when its a biped with bones.


Donut
Joined: Sep 30, 2006

I swear I'm not actually dead


Posted: Apr 17, 2009 04:39 PM    Msg. 11 of 11       
could be the ground point. or the frame. im not sure, but i think both of those things are off to one side of the model, so move them back to the center and it should work

 

 
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