BindToJoint: Difference between revisions

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The [[spawnarg]] ''bindToJoint'' with a joint name as value sets the joint to be attached to if an entity is attached to an AI using [[bind]]
The [[spawnarg]] ''bindToJoint'' with a joint name as value sets the joint to be attached to if an entity is attached to an AI using [[bind]]


See a list of common joint names [[How to Make Your AI Unique#Joints Names|here]]
See a list of common joint names below.
 
Entities can also be attached using def_attach (see  [[How to Make Your AI Unique|here]])


== Examples ==
== Examples ==


TODO
Create a purse
Create an AI and name it Guard_1
In the editor, position and orient the purse as if attached to the AI's belt on the left.
Give the purse these spawnargs/values:
 
 
bind Guard_1
 
bindToJoint LeftHips_Dummy
 
The above would attach the purse to the left hip joint of the AI.
 
 
== Joints Names ==
 
The name of joints can vary with the AI. They are listed in the .md5mesh files for each AI. These are in the darkmod/models/md5/chars folder and can be viewed in a plain text editor.
 
There is a cvar to enter in the console that shows the skeleton of the AI with joints names in-game. This is the cvar to show joint names is r_showskel 1 to show and 0 to hide.
 
For most purposes, here is a list of commonly used humanoid joints names for use with bindToJoint and also def_attach:
 
origin (default I think)
 
Head
 
Neck
 
Spine, Spine1, Spine2 (chest), Spine_Dummy, joint8 (Spine2) joint9 (Spine2), leftpad (Spine2), rightpad (Spine2)
 
LeftShoulder
 
RightShoulder
 
LeftArm, LeftArmRoll,LeftArm_Dummy, LeftForeArm
 
RightArm, RightForeArm
 
LeftHand, LeftHandIndex1, LeftHandIndex2, LeftHandIndex3, LeftHandRing1, LeftHandRing2, LeftHandRing3, LeftHandThumb1, LeftHandThumb2, LeftHandThumb3
 
RightHand, RightHandIndex1, RightHandIndex2, RightHandIndex3, RightHandMiddle1, RightHandMiddle2, RightHandMiddle3, RightHandThumb1, RightHandThumb2, RightHandThumb3
 
Hips, LeftHips_Dummy (belt), RightHips_Dummy (belt), sword (Hips)
 
LeftLeg, LeftUpLeg, LeftUpLegRoll, LeftLegRoll, joint3 (LeftUpLegRoll), joint4 (LeftUpLegRoll)
 
RightLeg, RightUpLeg, RightUpLegRoll, joint5(RightUpLegRoll), joint6(RightUpLegRoll)
 
LeftFoot, LeftToeBase
 
RightFoot, RightToeBase
 
 


{{spawnargs}}
{{spawnargs}}

Latest revision as of 17:46, 26 August 2017

Description

The spawnarg bindToJoint with a joint name as value sets the joint to be attached to if an entity is attached to an AI using bind

See a list of common joint names below.

Entities can also be attached using def_attach (see here)

Examples

Create a purse Create an AI and name it Guard_1 In the editor, position and orient the purse as if attached to the AI's belt on the left. Give the purse these spawnargs/values:


bind Guard_1

bindToJoint LeftHips_Dummy

The above would attach the purse to the left hip joint of the AI.


Joints Names

The name of joints can vary with the AI. They are listed in the .md5mesh files for each AI. These are in the darkmod/models/md5/chars folder and can be viewed in a plain text editor.

There is a cvar to enter in the console that shows the skeleton of the AI with joints names in-game. This is the cvar to show joint names is r_showskel 1 to show and 0 to hide.

For most purposes, here is a list of commonly used humanoid joints names for use with bindToJoint and also def_attach:

origin (default I think)

Head

Neck

Spine, Spine1, Spine2 (chest), Spine_Dummy, joint8 (Spine2) joint9 (Spine2), leftpad (Spine2), rightpad (Spine2)

LeftShoulder

RightShoulder

LeftArm, LeftArmRoll,LeftArm_Dummy, LeftForeArm

RightArm, RightForeArm

LeftHand, LeftHandIndex1, LeftHandIndex2, LeftHandIndex3, LeftHandRing1, LeftHandRing2, LeftHandRing3, LeftHandThumb1, LeftHandThumb2, LeftHandThumb3

RightHand, RightHandIndex1, RightHandIndex2, RightHandIndex3, RightHandMiddle1, RightHandMiddle2, RightHandMiddle3, RightHandThumb1, RightHandThumb2, RightHandThumb3

Hips, LeftHips_Dummy (belt), RightHips_Dummy (belt), sword (Hips)

LeftLeg, LeftUpLeg, LeftUpLegRoll, LeftLegRoll, joint3 (LeftUpLegRoll), joint4 (LeftUpLegRoll)

RightLeg, RightUpLeg, RightUpLegRoll, joint5(RightUpLegRoll), joint6(RightUpLegRoll)

LeftFoot, LeftToeBase

RightFoot, RightToeBase