I made a monster that uses a Goromorg Shield.
When the monster walks, or steps forward a bit for an attack,
the shield does not follow along, until the game object is in a new tile.
Goromorg Shield does not seem to respond to "parentNode".
What is it following, on Lindworm and on the wizard?
Do I just need to add or rename a node?
I tried logical center of gravity ones like spine_1, spine_2, and stomach,
which both Lindworm and the wizard have.
Goromorg Shield not following monster nicely.
- DaggorathMaster
- Posts: 53
- Joined: Thu Sep 08, 2022 7:29 pm
Re: Goromorg Shield not following monster nicely.
local_srt
Grimrock 1 dungeon
Grimrock 2 resources
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Grimrock 2 resources
I no longer answer scripting questions in private messages. Please ask in a forum topic or this Discord server.
- DaggorathMaster
- Posts: 53
- Joined: Thu Sep 08, 2022 7:29 pm
Re: Goromorg Shield not following monster nicely.
Really? Hmm.
Lindworm did not show local_srt animating (or it did not load the animation into Blender with "walk" for me to see it).
I'll try animating it now, after-the-fact, and having the mesh and the armature copy transforms of the root node to try to re-bake animations "as is".
And maybe I'll rethink how I make armatures and animations, if I want more caster monsters.
Does not animating local_srt cause any other issues?
Lindworm did not show local_srt animating (or it did not load the animation into Blender with "walk" for me to see it).
I'll try animating it now, after-the-fact, and having the mesh and the armature copy transforms of the root node to try to re-bake animations "as is".
And maybe I'll rethink how I make armatures and animations, if I want more caster monsters.
Does not animating local_srt cause any other issues?
- DaggorathMaster
- Posts: 53
- Joined: Thu Sep 08, 2022 7:29 pm
Re: Goromorg Shield not following monster nicely.
I found it less of a hassle to just rework shields, than to redo animations with local_srt moving.
And that allows for altering how shields work, e.g., they don't need to work on every hit.
And that allows for altering how shields work, e.g., they don't need to work on every hit.