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BindToJoint position differences between Dark Radiant and game


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This need not be dealt with till after the next release but is primarily to categorize the problem and to see if it needs to go on bugtracker so it is not overlooked.

 

I spent far too long fiddling with positioning the keys on the guard's belt and there is a clear difference in game to in the editor. These are in the editor...

post-400-1223983283_thumb.jpg post-400-1223983298_thumb.jpg post-400-1223983308_thumb.jpg

 

These are the very same in-game...

post-400-1223983317_thumb.jpg post-400-1223983324_thumb.jpg

 

The left key looks about right but the right key is close to it and the belt in the editor but further away in-game. If I compensated by eye alone I would have to put the right key on top of the left or even more left which makes no sense.

 

So for consideration:

Is my setup wrong? Both are bound to the same joint.

If the difficulty is irreconcilable then how can this made easier for future mappers?

I believe there is an in-game console command or editor where one can adjust positions?

Maybe there is a case for a mappers' config map because full size maps are time-consuming to test something like this.

Maybe one can find by trial and error some good default positions and calculate an origin offset so the mapper takes his AI origin, adds a fixed offset and puts it on the key. Maybe even DR might do this as a feature. In Thief you could position anywhere but there was also a simple default where you just specified 'belt' and that was it.

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It might be putting them in the IK animation when it binds things to them. This is leftover Doom3 behavior, because I think they screwed up and their mappers attached everything according to the IK animation, then they were stuck with those positions so they left in the bug.

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