I present to you,
Via know-how gained in making Wrectified and
ForceLean.py by kevincorrigan
Jagnus,
Does not work correctly in 2.72B I am afraid
Attachments
GameRig(Jagnus).blend (667 KB)
I present to you,
Via know-how gained in making Wrectified and
ForceLean.py by kevincorrigan
Jagnus,
Does not work correctly in 2.72B I am afraid
GameRig(Jagnus).blend (667 KB)
Added “Gun Snap mode”
for switching between hand Ik animations and targeting enemies
Right click to activate
GameRig(Jagnus)GunArm2.blend (967 KB)
Nice work! Just curious ponder, could keep that one cube out front for head tracking but still retain ability to spin freely around the character using the mouse. Thanks for the resources.
if X=maxX----------------------and-----------newMouseActuator
mouse--------------------------/
or in forceLean.py
when it chops the X value (if x>maxX: x=maxX) is a good opertuinity, I will try and remember tomorrow,
also, the Epsilon rig should be easier to work with, I will adapt it into that. Jagnus was before I wrote my action sequencer.
I am making this for BGMC 14, but it also happens to have what you need,
in the hitbox of metroid
mouse----------module-ForceLean.main
if x is not 0----------romouse
note,
the object needs the properties
x
y
MaxX
MinX
MaxY
MinY
to work
metroid64BGMC14.blend (736 KB)
Can I fool around with it with the new dynamically loaded terrain system of youle?
Have at it, it’s a resource.
I already did.Here is what I did so far.
Here is another one with yules texture.
metroid64BGMC14.blend (862 KB)metroid64BGMC14x.blend (1.02 MB)
i have a question. what is the point of having the head tracking object (Empty.001) on another layer?
i downloaded your blend so i could see how your 3rd person mouse look was set up and also how you made him always face the mouse target. just curious as to how it works
thanks for the file!
Because I spawn in the whole rig each time you switch, the ball is the only persistent piece, it just gets it’s physics disabled and moved to the core of the actor when he is spawned in, then setParent ghost to actor,
Switching back to ball, is just turning the ball visible, un parenting, and deleting the walking actor,
So when I add the actorback, I add him in and his aiming emptiez
how could I unrestrict the cursor movement?I want to use it with voxels.
?
Forcelean.py is what restricts it,
there is a line of code that centers it,
it is in 2 places, I am not in front of my pc at the moment, but disabling that will change the way forcelean works, you are probably just going to want to add a sensor, for a key to aim the mouse, like ctrl, and also show or hide the mouse if you press or release
I tried that .I just moved the camera with logic bricks.If that is what you meant?
Could you please update this for blender 2.76?Nevermind it still works.