How to find a good point on an IAnimatedMesh to shoot at

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JP
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Post by JP »

Yeah that would be great, i don't know if that's possible though, i'm using some Quake 2 models i donwloaded fromt he net, so .md2, does anyone know if they have that feature?
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Guest

Post by Guest »

you can place joints of course, but I'm not sure if your models have that joints (thought you have your own artists)
JP
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Post by JP »

No i don't have artists, it's a one man uni project!

node.getMS3DJointNode(String) returns an ISceneNode... would that be able to give me the body node? I suppose the string specifies which part you need.. so i'd have to find that out, trial and error maybe.... Unless there's some program that would tell me, like a 3D modelling program that could open the md2 file and tell me the name of each part.

But what does MS3DJoint mean?
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JP
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Post by JP »

I opened up one of my models in AC3D 5 and i couldnt see any way of finding out if it had joints... would i be able to add my own to say specify an area of the body that i then wanted to reference in my program?
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dhenton9000
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Post by dhenton9000 »

could you attach a scenenode in strategic location? Like a testscene node in the chest, and aim for its location? A kind of roll-your-own-bone?
JP
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Post by JP »

Well i'd still need to determine what point in the chest that testSceneNode had to be placed, that's the problem i'm up against.

Currently i've just changed back to shooting at the centre of the bounding box and using the bounding box for collision instead of the collision manager stuff. I think this means that i can shoot at the agent and it will always hit if they're not moving which is basically what i want, and if i get a chance later on i'll improve it, but it doesn't matter too much if i don't get to as the focus of my project is on the AI, not the graphical stuff.
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