Author Topic: Cross-eyed Mary  (Read 321 times)

Legacy_Rolo Kipp

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Cross-eyed Mary
« on: March 29, 2013, 06:46:35 pm »


                <quite cross...>

Ok, Stumped <again>

I want a particular effect with the Damned - the eyes are partially self-illuminated so they really stand out in a gloomy evil-ish dungeon. So I have two quite beautiful eyes linked to the head_g.

'Posted
Looks great, I think :-)

Except...
As soon as the Damned:Heartless woman goes hostile the eyes turn 90 degrees to the left >:-/
'Posted

I've unlinked and reset all transforms and there are *no* anim keys on the model (it supermodels the nymph which doesn't *have* eyes ;-P ).

Why does she fight with crooked eyes?

<...-eyed himself>
               
               

               
            

Legacy_cervantes35

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Cross-eyed Mary
« Reply #1 on: March 29, 2013, 07:51:30 pm »


               What do you mean by self illumination? If you do have some kind of illumination set try removing it to see if it is the problem. Good luck Rolo
               
               

               


                     Modifié par cervantes35, 29 mars 2013 - 07:58 .
                     
                  


            

Legacy_Zwerkules

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Cross-eyed Mary
« Reply #2 on: March 29, 2013, 09:55:09 pm »


               You could try to link something else like a silly hat or something to head_g to see if you get the same problem with everything linked to the head.
If you still have the model in ascii format, you could also check the animation part of the file to see if there are strange orientation keys for whatever you called the eyes - if there are any animations there and not all of them are from the super model.
The nymph may have some special attack animations like the dryad.
               
               

               
            

Legacy_Rolo Kipp

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Cross-eyed Mary
« Reply #3 on: March 30, 2013, 02:16:24 am »


               <smoking a bit...>

@ Cervantes: I just mean I have a non-zero self illum set on the eye objects. Removing that had no effect.

@ Zwerkules: I'll try the hat idea tomorrow. I'll also try mapping the full set of anims and see if I see some strange dummy rotations (though there are no dummies in this particular chain) <except you>
Heh.

If I didn't want the weirdly glowing eyes to be part of it, I'd just attach them and be done with it, but the effect is striking, so I'm pushing it.

At this point, I'm thinking that it may have something to do with head_g being a bone for the skin_arms...

Though that doesn't make a lot of sense, there are simply no keys for eye_l & eye_r, so why behave properly (with head tracking et al) right up until combat anims and *then* go fubar permanently?

<...of captain black>