Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Build Actor] Assigning collision mesh to single-bone skeletons attach to random merc models #3787

Open
2 tasks done
Grateful-Forest opened this issue Nov 30, 2024 · 0 comments
Labels

Comments

@Grateful-Forest
Copy link

Acknowledgements

  • I have searched for duplicate or closed bug reports
  • I understand that I am supposed to provide my own legitimately obtained copy of the game

Describe the Bug

Usually attatches your actor's collision mesh to Daxter/around Jak's shoulder. Moves and animates with Daxter, but still appears on/off screen depending on the correct location of the actor's real bounds sphere.
Not a big deal since adding a dummy second bone to give the armature more than one bone fixes it.
Can also cause other issues such as the collision mesh and animation mesh becoming invisible (yet still being in the right spot).

How To Reproduce

Assign a collision mesh to a bone index when writing an actor's collision mesh code, when the armature in Blender has one bone.

Does this problem occur on original hardware or PCSX2?

Yes, it's unique to OpenGOAL

Expected Behavior

Collision mesh should attach to the bone index you have written when writing the collision mesh code.

Environment Information

Blender 4.0

Game Version

NTSC 1.0 (black label)

Have you set the game to something other than 60fps?

No

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
Status: No status
Development

No branches or pull requests

1 participant