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Well, I found AN answer. It doesn't feel like a complete solution, and I'm not sure how well it will work down the chain, but at least it works for now. The trick was using one Rig Pose to rotate the object, then a SECOND Rig Pose to move it along its local axis, and it didn't really even involve matrix math.
Hey, if it works, it works.
BTW, I think the translate() might not have done anything because from the documentation, it looks like it affects just the matrix you give it. I think you then have to apply it to an object.
But if it works, it works :)
So it looks like I'm back where I started on a related issue. I added a circle primitive inside the barrel to emit bullets and muzzle flashes (all this is in service of automating gunfire, in case I haven't made that clear), but I'm having a hard time converting the rotations of the gun itself into a vector to apply velocity - or, rather, that a rotational vector needs to be converted into something else to create a directional vector.
edit: solved. The trick was to add a normal to the circle primitive and plug THAT into the velocity.
Getting closer to automating this entire process. Probably re-inventing the wheel, as usual, but it's going alright. I couldn't figure out how to make the spark component of the muzzle flash operator give the results I was looking for, and I still need to add smoke. I also haven't tested this fully inside of an APEX setup, much less with a ragdoll setup, so there's still plenty of work to be done.
Coming along great, though.
Need more practice refining the smoke, and the muzzle flash is getting kind of buried by the smoke. I'm trying really hard to resist my natural urge to skip the muzzle flash setup and do a full, proper simulation.