Difference between revisions of "Creating a Mannequin"
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→Setting up the Mannequin
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== Setting up the Mannequin == | == Setting up the Mannequin == | ||
Before you begin, it's helpful to know that there are three components that go into creating a functioning mannequin: | |||
* | * ''PlayerHouseMannequin'' | ||
* ''XMarkerHeading'' | |||
* ''MannequinActivateTrig'' | |||
First, add a ''PlayerHouseMannequin'' to the space. It can be located under ''Actors/Actor'' | |||
Second, add the ''XMarkerHeading'' next to the 'PlayerHouseMannequin'. Place it next to the mannequin, but not on top. | |||
Third, with the ''PlayerHouseMannequin'' selected, click the ''Create Trigger'' button on the toolbar. The icon looks like a cube with a "T" on the front of it. | |||
You now have all the components necessary. | |||
Editing the PlayerHouseMannequin: | |||
* Double click the ''PlayerHouseMannequin'' to open the edit window. Careful to not accident;y double click the ''MannequinActivateTrig'' box that surrounds the mannequin, usually the mannequin's hands stick out from the box and can be selected by double clicking on the exposed hands. | |||
** Choose the '''Linked Ref''' tab, right click in the empty field, and choose '''new'''. The ''Choose Reference'' window will open, choose '''Select Reference in Render Window'''. Then double click the ''XMarkerHeading'', and choose '''OK'''. | |||
** Choose the '''Activate Parents''' tab and right click in the empty field, and choose '''new'''. The 'Choose Reference' window will open, choose '''Select Reference in Render Window'''. Then double click the ''MannequinActivateTrig'' box that surrounds the mannequin, and choose '''OK'''. Check the box marked '''Parent Activate Only''' and then close the edit window by choosing '''OK'''. | |||
Editing the XMarkerHeading: | |||
* Double click the ''XMarkerHeading'' object to open the edit window. | |||
** Choose the '''Linked Ref''' tab, right click in the empty field, and choose '''new'''. The ''Choose Reference'' window will open, choose '''Select Reference in Render Window'''. Then double click the ''PlayerHouseMannequin'', and choose '''OK'''. Choose '''OK''' again to close the edit window. | |||
Editing the MannequinActivateTrig | |||
* Double click the ''MannequinActivateTrig'' object to open the edit window. | |||
** Choose the '''Primitive''' tab and check the box marked '''Player Activation'''. Choose '''OK''' to close the edit window. | |||
The last step to to select the ''XMarkerHeading'' and physically drag it on top of the ''PlayerHouseMannequin'' and ''MannequinActivateTrig'' so that the mannequin is centered inside the XMarkerHeading box. | |||
The process is complete. | |||
== Known Issues == | == Known Issues == |