Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
You can also add an attachement point in the model editor and name it "vr_controller_root", and it will pose the model relative to that instead of the origin.
... I did:
-> applied transformation in Blender
--> import DMX mesh in Hammer
-> position on the right place
-> 'Tie to entity' --> prop_destinations_tool
now I can grab it, but like told before it isn't upright in the hand.
Next try:
-> import DMX mesh to Hammer
-> position it
-> 'Create Model from Selection' --> it will get a prop_static
-> change to prop_destinations_tool
now I CANNOT grab it at runtime.
Guess I have a basic-understanding-problem...
I can make a prop_destinations_tool out of the wireframe, but the result is again: I cant grab it.
Stuck. Should make 'format c:' and change to meditation...
If you can't grab it, that means you don't have a collision mesh set up.
;-)
THX
By the way, this also works great if the DMX files are imported DIRECTLY into Hammer under Files-->Import.... Then immediately add material to the mesh and use RMB '.../Create Model from Selection' to transform it into a model, which is then provided with collision mesh and attachment in the ModelEditor.
It took me a while to get it together, but thanks to your help (again...;-) it works now.
Greetings