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 ParentOffset on feet attachables seems to be broken? B24&B23 
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Joined: Mon Jun 15, 2009 4:02 pm
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Post ParentOffset on feet attachables seems to be broken? B24&B23
So, as the title says.

Here's the Vanilla Dummy leg definition:
Code:
AddActor = Leg
   PresetName = Dummy Leg FG A
SNIP
   Foot = Attachable
      CopyOf = Dummy Foot FG A
      ParentOffset = Vector
         X = -11
         Y = -10


Those values are obviously completely unrelated to where the foot is.
Testing (setting them to -110 and -100 respectively) confirms that ParentOffset on feet attachables does precisely ♥♥♥♥ all.

I was curious, so I checked this in B23 as well.
Exactly the same problem.

Now, I'm more than a little curious.
Why is this broken, why does it work on other attachables but not feet, why god why.
I guess it could just be limb attachables in general, but eh. I haven't had a problem with anything else.


Thu Dec 16, 2010 8:37 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Post Re: ParentOffset on feet attachables seems to be broken? B24&B23
ParentOffset is where the connection point is between an attachable and the parent, in relation to the parent.
Legs extend and contract, serving the same purpose as a parent offset, but in a dynamic way. So the mechanism that handles that is probably overriding ParentOffset.

So basically foots' ParentOffset doesn't work because instead legs have ExtendedOffset and ContractedOffset, because the location of their connection point to legs is dynamic. When fully extended, the extended offset applies, when fully contracted, the contracted offset applies, and in between, the offset is calculated as being between the two accordingly.


Thu Dec 16, 2010 9:33 pm
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Post Re: ParentOffset on feet attachables seems to be broken? B24&B23
Azukki wrote:
ParentOffset is where the connection point is between an attachable and the parent, in relation to the parent.

Yeah, I understand that. That makes sense.

The rest confuses me a little, perhaps because I expect legs to work in a logical fashion. :/

I was experimenting with MaxLength earlier, but I couldn't get it to do anything.
I'm just defining it on the leg, is that right?

Still, I have a better grasp of how the hell legs work than I did earlier today.


Thu Dec 16, 2010 10:32 pm
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Post Re: ParentOffset on feet attachables seems to be broken? B24&B23
I think maxlength is also irrelevant and outdated, for the purpose of legs, but I'm not entirely sure.

The main offsets of the leg
--SpriteOffset, which is the center of mass of the leg, and keep in mind this is for all frames. Right and doawn are negative, starts at the left-top-most corner pixel.
--JointOffset, which is the connection point between the leg and the torso. (So that's the hip) It's offset from the SpriteOffset position, left and up are negative, now.
--ExtendedOffset is the connection point between the leg and foot (ankle) when the leg is fully extended, displaying the leg's last frame. Left and up are negative again.(I'm not sure if it's offset from the SpriteOffset position or the JointOffset position...)
--ContractedOffset is also the ankle connection, but when the leg is fully contracted, displaying the leg's first frame. left/up = negative


Fri Dec 17, 2010 3:46 am
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