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Cascade Question about world/local space

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    Cascade Question about world/local space

    This seems like it should be a simple thing to do so I must be overlooking something.

    All I want to do is have an effect attached to a character (it is attached to a socket through script right now) but I do not want it to actually rotate with the socket. I want it to stay attached and move with the character as a whole but it should not rotate at all....

    what am I missing?

    #2
    Do you have In World Space checked in your Initial Velocity module? That would essentially make the movement ignore any rotation of the emitter itself.

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      #3
      I dont have any velocity. But when I check "in world space" on either velocity or local space in teh required module it ignores the attachment all together abd does not follow the character...

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        #4
        Maybe your attachment is not being done properly. It's hard to say without knowing how you have it set up. I just tried attaching a particle system with In World Space enabled to a socket on a KAsset ragdoll and it worked as expected; the emitter moved with the KAsset, but always emitted particles in the same direction regardless of the socket's orientation.

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          #5
          hmm.
          okay. I will pass this to our engineers as the problem is probably in our scripts.
          Thanks for the reply!

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            #6
            thanks for all the help. Turns out 15 minutes of Engineer voodoo fixed the problem this time.

            =)

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