Difference between revisions of "Creating a Mannequin"

No change in size ,  18:53, 16 April 2012
imported>CraZed77
imported>CraZed77
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* 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*
* 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. The best way to fix this issue is to rotate the offending mannequin(s) 45 degrees (and its corresponding MannequinActivateTrig) from its original position then orient the xmarkerheading 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.
* For an unknown reason, the mannequins doesn't work properly when facing "north" of the cell.  Rotating the mannequin to another direction seems to fix the issue. The best way to fix this issue is to rotate the offending mannequin(s) 45 degrees (and its corresponding MannequinActivateTrig) from its original position then orient the xmarkerheading 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 then 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 ==
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