Dev Log: Issues with Turning Mesh


Devlog author: Alex

Afternoon everyone!

Today's Devlog might be a tad bit shorter, since this week was more trouble than expected for just one actor: the sentry.

Where do I even begin.  Since the beginning of the game, the sentry model we had was a free license model found online. The problem that model had was that it only had one bone. Singular. Meaning for what we wanted to do, there was no way to turn the mesh without having to turn the entire model around.  On top of that, all models with multiple bones were pay to use, and we are broke college students, so we kept on using that model for the past few months.

Fast forward to early this week, we got a turret model from a fellow full sail student, but ran into another problem with the turret... again. This time, a lot of the mesh's origin points were at the wrong location, causing the model to spin around weird. So I got on blender, moved the origin points of each object in the model, and that should have been it. Sadly, not the case. At the moment, the turret still does not move up and down with the camera. At this point, I was going to just rotate the entire thing so that it looks like the head is moving around, and on exiting the sentry, the model would return to normal. For some reason, even that has been giving issues. I feel like there is a checkmark in blueprint that I have to check for the model to freely spin, but at the moment, I could not find it.

Everything else, however, is working smoothly. Hopefully I can find this issue before next week. Will keep ya'll updated.

PS.  If I don't find a fix for it, I might create a HUD of a turret outline as seen in the TF2 screenshot above.

Get Lustrat Somnia

Leave a comment

Log in with itch.io to leave a comment.