• WallWorm Hulls Relocating Themselves
    3 replies, posted
https://files.facepunch.com/forum/upload/238716/057b2371-512e-42e3-8367-950c60111947/image.png Every so often when I try to wrap a collision hull around a model, the hull will rotate itself in a different direction from the source. https://files.facepunch.com/forum/upload/238716/658c4899-bdd2-4ea8-88b0-e88948c67bff/image.png The opposite also applies for a model I rotate myself and the hull retains its original position. If I compile either of them they fail to recognize the hull rotated back to where it should be. Is there a reason as to why this is happening? For the record my copy of WallWorm is up to date.
Are the bones in the correct position as well? If I'm not wrong the root bone will always be placed in the center, bringing the collision along.
These models don't have bones so they act like a bone itself. I also fixed part of the problem: unchecking "Use Local Origin as World Origin" doesn't rotate a model when compiled so they come out normal.
Maybe that's the problem, I don't think setting transformation location and rotation also sets the origin, place the models in the middle, then press ALT+C to place the 3d cursor in the middle of the scene, select your stuff in object mode and press CTRL+SHIFT+ALT+C and select "origin to 3d cursor", hopefully you didn't already do that and I skimmed over it, but if you partially fixed the problem with that then this should do the trick.
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