As requested by Defunctul. There is a lack of tutorial on this matter.Some may have realized that RC model do have tag but it is attach at odd place. I already knew how to do this for a while already and I should share it to everyone.
So here is a tutorial on how to attach weapon to character.
http://windastellaworld.blogspot.ru/201 ... -mode.html
Tell me if it need some improvement.
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Attaching Weapon to Character (RPG mode)
- Wind Astella
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- Name: Nik Mirza
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Re: Attaching Weapon to Character (RPG mode)
Brilliant! Simply brilliant!
Ty so much for taking your time to write this, I already learned alot (being a total noob at scripting and other engine stuff, I am only a 3d artist). I'm pretty sure this will help a LOT of ppl.
Btw if I am getting this right, I see that you attach the weapon model to the actual 'item'. So this means that the model will visually appear when you EQUIP the item in your character panel right? Sry if that sounds noobish just wanted to clear it out
All in all, I bow to the simple and straight to the point tutorials you make for us newbs

Btw if I am getting this right, I see that you attach the weapon model to the actual 'item'. So this means that the model will visually appear when you EQUIP the item in your character panel right? Sry if that sounds noobish just wanted to clear it out

All in all, I bow to the simple and straight to the point tutorials you make for us newbs

- Wind Astella
- Member
- Posts: 112
- Joined: June 4th, 2013, 6:18 am
- Name: Nik Mirza
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- Contact:
Re: Attaching Weapon to Character (RPG mode)
Yes, that is how the system work in the RPG mode. The model change as the item change.
You can attach it right to the model but of course it won't change if you switch weapon. That is what I like about the RPG mode that you can switch model with script.
You can attach it right to the model but of course it won't change if you switch weapon. That is what I like about the RPG mode that you can switch model with script.
Re: Attaching Weapon to Character (RPG mode)
That's not a very efficient way.
First of all, you can use clearmodel to clear a model's config files, so it is reevaluated on the next frame. ie /clearmodel vweps/mywep
You can use commands like mdltrans and mdlrotate to adjust it until it's just right; just use the above command.
You can also do likewise with the character model itself; you don't need to go to the effort to add specific 'tag bones' either.
The full form of the iqmtag command is: iqmtag bone name tx ty tx rx ry rz
tx/ty/tz are translations, and the rx/ry/rz are rotations; you can tweak these till you get it just right if the issue's in the character rather than the attachments.
First of all, you can use clearmodel to clear a model's config files, so it is reevaluated on the next frame. ie /clearmodel vweps/mywep
You can use commands like mdltrans and mdlrotate to adjust it until it's just right; just use the above command.
You can also do likewise with the character model itself; you don't need to go to the effort to add specific 'tag bones' either.
The full form of the iqmtag command is: iqmtag bone name tx ty tx rx ry rz
tx/ty/tz are translations, and the rx/ry/rz are rotations; you can tweak these till you get it just right if the issue's in the character rather than the attachments.
This is not a url, clicking it is pointless
- Wind Astella
- Member
- Posts: 112
- Joined: June 4th, 2013, 6:18 am
- Name: Nik Mirza
- IRC Username: windastella
- Contact:
Re: Attaching Weapon to Character (RPG mode)
I do know it is possible. I just do it in my own way. I'm a modeler so I think of it on the model package side rather than the engine side.
Thank you very much for the information Hirato. Maybe I'll make another version of this tutorial base on your suggestion.
Thank you very much for the information Hirato. Maybe I'll make another version of this tutorial base on your suggestion.