Re: Length of arms and hand/wrist positioning
You are definitely onto something with the atom groups. I looked around the forums and found an interesting experiment a guy did, regarding changing the weight of feet to accommodate for large actors. But he mentioned that he modified the atoms groups in the Base.rte in the actors ini?
I went in there and I feel like I'm really close to having an idea, but I'm not sure what I should be editing:
Code:
AddActor = AtomGroup
PresetName = HandGroup
AutoGenerate = 0
AddAtom = Atom
Offset = Vector
X = -5
Y = 2
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Offset = Vector
X = -5
Y = 1
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Offset = Vector
X = -5
Y = 0
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Offset = Vector
X = -4
Y = 0
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Offset = Vector
X = -3
Y = 0
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Offset = Vector
X = -2
Y = 0
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Offset = Vector
X = -1
Y = 0
Material = Material
CopyOf = Rubber
TrailLength = 0
AddAtom = Atom
Material = Material
CopyOf = Rubber
TrailLength = 0
JointOffset = Vector
X = 0
Y = 1
My assumption is the Jointoffset but there's so many repeating "AddAtoms = Atom" I wonder if they are important too.
Secondly, If i were to copy/paste that hand code into my own actors ini and rename HandGroup to something like "MechhandGroup"
which part of this code in my actors ini would i replace with the new name?
Code:
HandGroup = AtomGroup
CopyOf = HandGroup
//EDIT: SO I made the new handgroup in my own actor ini(before the actors loading ofcourse), I then changed the above code to:
Code:
HandGroup = AtomGroup
CopyOf = MechHandGroup
But for some reason, My actor isn't linking to the MechHandGroup but reverts back to the regular HandGroup. Is there more to atomgroups im getting wrong? haha