Difference between revisions of "Creating a Mannequin"

604 bytes added ,  03:50, 15 April 2012
imported>Jimmustain
imported>CraZed77
Line 37: Line 37:


== Known Issues ==
== Known Issues ==
* If the mannequin seem to be alive and freeze in a strange pose after you leave the inventory, just leave the room (cell) and come back.
* If the mannequin seem to be alive and freeze in a strange pose after you leave the inventory, just leave the room (cell) and come back. <------- *Temporary fix*
* For an unknown reason, the mannequins doesn't work properly when facing "north" of the cell.  Rotating the mannequin to an other direction seems to fix the issue. If you   still want your mannequin to face north (0,0,0 rotation) all you need to do is rotate the mannequin's activator by 90 deg on the z axis so that it is not oriented "north," then resize the activator if needed and all should work normally.
 
* For an unknown reason, the mannequins doesn't work properly when facing "north" of the cell.  Rotating the mannequin to an other direction seems to fix the issue. The best way to fix this issue is to rotate the offending mannequin(s) 45 degrees from its original position then orient the xmarkerheading and the MannequinActivateTrig to the direction you want the mannequin to face. If the xmarkerheading is at an angle it may cause the mannequin to be inaccessible in game. Don't worry the mannequins '''''WILL''''' orient to the xmarkerheading they will not show up in game at the 45 degree angle. It is also helpful to snap the MannequinActivateTrig to the mannequin the snap the xmarkerheading to the MannequinActivateTrig. Lastly, it seems you need to have the navmesh run under your mannequins to ensure they stay in place. Placing your mannequins in this manner will prevent the mannequins from moving around your created space but you may still notice some minor changes in poses.


== External Links ==
== External Links ==
Anonymous user