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Length of arms and hand/wrist positioning
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Author:  Valeoncat [ Tue Feb 26, 2013 10:44 pm ]
Post subject:  Length of arms and hand/wrist positioning

So I'm creating an actor that is much larger than the basic ones, but I've already run into some issues. After increasing the length of his arms/sprite the hands are no longer in an accurate spot, no matter what offset i change. And then when I've come close to having them in the right position, in-game they seem to float and stretch away from the "wrist."

I either must be changing the wrong settings or hands and arms are more complicated than i thought.

Any help? Thanks!

Author:  Izak12 [ Mon Mar 04, 2013 2:00 am ]
Post subject:  Re: Length of arms and hand/wrist positioning

It's found in the Atom Groups I think... I'm not sure......

BUUUT, did you check out the Liberty Prime mod?? That could release some clues for you.

Author:  Valeoncat [ Mon Mar 04, 2013 10:08 pm ]
Post subject:  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

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