Difference between revisions of "Creating a Mannequin"
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→Known Issues
imported>VikMorroHun m (→Setting up the Mannequin: - corrected a spelling error) |
imported>Sharlikran |
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== Known Issues == | == Known Issues == | ||
* If the | * If the Mannequin seems 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 | * For an unknown reason, the mannequins don't work properly when facing "North" of the cell. Rotating the mannequin to another direction seems to fix the issue. | ||
* It was mentioned previously that the Mannequins will face the direction of the XMarker irrespective of the direction of the Trigger or the Mannequin. Using version 1.9.32 of the CK this result did not happen in game. Instead if I rotated the Mannequin and the Trigger to 90 degrees that is they way they faced even though the XMarker was rotated 1 degree. | |||
* 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. (Unconfirmed) | |||
* It is also helpful to snap the MannequinActivateTrig to the PlayerHouseMannequin then snap the XMarkerHeading to the MannequinActivateTrig. (Unconfirmed) | |||
* After placing/adding a PlayerHouseMannequin, MannequinActivateTrig, and XMarkerHeading to the space you can't activate it in game. With version 1.9.32 of the CK it was possible to fix this issue. If your manequin would normally be rotated 0, 90, 180, or 270 degrees, try rotating the XMarkerHeading 1 degree greater then the original rotation. Then have the PlayerHouseMannequin and the MannequinActivateTrig rotated 1 degree less then then the original rotation. Then go to the MannequinActivateTrig -> Primitive tab and, set the Bounds to (X) 67, (Y) 42, (Z) 141. | |||
== External Links == | == External Links == |