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Full Version: HandObjects with joints?
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I'm trying to create a Hand Object to replace the lantern, but I'm trying to add joints to it. Problem is, when you connect joints or bodies to it, it'll just float in place where you first spawned instead of attaching to attachbone. Has anyone tried to do this before and had any success?
How lantern and its joints work? I'd wager it'd be the same way, still I'm sure you already tried it.
No, lantern just uses it's own pivot point and uses a sway command to rotate it around its pivot. It doesn't have a skeleton. I'm trying to do what I did with the grunt ragdoll, but as a handobject. :V
You might have to tie it to bones, because I did some work on enemies, like tieing particles to bones. If you don't tie those to bones, since enemies don't have shapes, particles were to be created and stay static.
You mean tie bodies to bones? That's the problem though, if you attach any body in the ent file, the object will float in place when you move away. D:
No, directly to bones. I didn't create any shape or body because they float.
I know what you mean, like tying lights to the grunt, etc. But I'm trying to replace the lantern with a model I created, and I want to give it ragdoll physics. In order to do that, I need to use bones, bodies, and joints. D:

Except it screws up the object. Sad
Anything that has animations doesn't have shapes. Creating shapes and tying them to bones doesn't work :/

PS. Billboards tied to bones/shapes doesn't disappear after object disappears.
The hand object doesn't have animations though. That's how I made that grunt ragdoll; I stripped the animations.
Erm, I was talking about hand itself, it's same with grunt.
Anything might be wrong with the .ho file?
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