Difference between revisions of "Creating a Mannequin"

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18 bytes added ,  15:45, 19 September 2013
imported>Sharlikran
imported>Sharlikran
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* 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.
* 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.
* 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 when rotating the Mannequin and the Trigger 90 degrees from 0, that is they way they faced even though the XMarker was only rotated 1 degree from 0.


* 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)
* 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)
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