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Pivot Points and Custom Collision Paths

10-05-2004, 08:40 PM#1
Aznwhore
How exactly do pivot points work? i just need the basics to setting them up instead of using bones

also, is it possible to create a custom collision path? or are warcraft's defaults the only way?
10-06-2004, 05:31 AM#2
Ari
Quote:
Originally Posted by Aznwhore
How exactly do pivot points work? i just need the basics to setting them up instead of using bones

also, is it possible to create a custom collision path? or are warcraft's defaults the only way?

Pivot points determine where something lies in space. They're not a substitute for bones as your post seems to imply, but rather are used *with* bones to tell them where to be. For example, if I raised the pivot point of the right arm by 100, it would still do animations normally, but it would be in an odd place (somebody correct me if I'm wrong).

You can create custom collision paths. Not having WE open, I can say for *sure* that you can type in your own in a field, but I'm almost certain you can. In the event that I'm wrong though, you can simply take your new one, import it, and then give it the name and path of a collision path that won't be used in your map (a doodad that's unused, for example). I believe that wouldn't be neccessary in the first place, though.
10-09-2004, 12:39 AM#3
lacrossetitans
Hey azn I will give you my small tut on setting pivot points and animating it's not finished but it should help.

Also ari your def. on pivot points is off or does not fit the use that azn is talking about, to be more specific pivot points determine how the mesh is rotated, scaled and, moved in space.
Here is the link

http://tegc.net/Tutorial.pdf
10-09-2004, 12:46 AM#4
Aznwhore
NICE, thx so much
you're my god man....
damn...
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