Search found 220 matches

Search found 220 matches Page 4 of 22
by saindd
Wed Dec 23, 2015 1:06 pm
Forum: Beginner
Topic: Problem with Bullet Physics Library
Replies: 5
Views: 4466
Have you considered making a PR?
by saindd
Wed Dec 23, 2015 1:05 pm
Forum: Rendering
Topic: Change orientation
Replies: 4
Views: 3562
COLLADA doesn't seem to support horizontal axis definition, only up_axis in the asset tag. It would have to be something like the "ground model" option.
by saindd
Wed Dec 23, 2015 1:24 am
Forum: Rendering
Topic: FP images being rendered upside down?
Replies: 10
Views: 7361
A mount point is a mount point, an eye node is an eye node. Both are named joints, but there is a reason they have different names. Either way, his problem is not related to a center or anything, you're wrong. Just check if useEyeNode is set and/or check the eyeOffset, if you don't have an eye node ...
by saindd
Wed Dec 23, 2015 12:13 am
Forum: Rendering
Topic: FP images being rendered upside down?
Replies: 10
Views: 7361
Mount points are used for third-person world view. shapeName is mounted on mountX and shapeNameFP is placed at the position of the eye node.

Mounting a first-person image to the third-person world view mount points makes no sense.
by saindd
Tue Dec 22, 2015 11:25 pm
Forum: Rendering
Topic: FP images being rendered upside down?
Replies: 10
Views: 7361
FP images are not mounted. You're confusing third-person world models with first-person.
by saindd
Tue Dec 22, 2015 10:03 pm
Forum: Rendering
Topic: FP images being rendered upside down?
Replies: 10
Views: 7361
"My skeleton, the mesh and all the animations are correctly set up in the Y-Front, Z-Up orientation." So, yes, the arms, the weapon and the skeleton are all facing the positive Y, having Z up and are located at the center. By the way, being at the center shouldn't really matter for anything, since ...
by saindd
Tue Dec 22, 2015 5:45 pm
Forum: Rendering
Topic: Change orientation
Replies: 4
Views: 3562
It's not that simple. I'll have to re-orient all my 50 animations and the skeleton.
by saindd
Tue Dec 22, 2015 4:27 pm
Forum: Rendering
Topic: Change orientation
Replies: 4
Views: 3562
Right now, Torque uses Z-UP, Positive Y front. But this sucks, because every tool in my set in Negative Y front. Blender, Maya, whatever, you name it. Even Rigify uses a different orientation, which is Blender's default. So, how can we change the default orientation of the engine?
by saindd
Thu Dec 17, 2015 7:32 pm
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 41894
I never had heard about modules before. Guess i'm going to start to backport a few of those features to the Full template! :mrgreen:
by saindd
Thu Dec 17, 2015 3:52 pm
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 41894
What's new on this new template?
Search found 220 matches Page 4 of 22