Hmm wiki is down..
env_obj_joint 1 1 2
axis 0 1 0
range 0 0
okay, obj_joints, basically this is how it works;
1 1 2 means:
- The First Number: The first object joint (so after this joint would be 2 then 3 etc)
- The Second Number: This is the first environment object you want to connect, in this case 1 (object 1 as exported in worldbuilder).
- The Third Number: This is the environment object you want to connect your previous stated object to, in this case 2 (object 2 as exported in worldbuilder).
axis is the axis of rotation.. working on an i/o type of switch, so 0 0 0 is default as x-axis, 1 0 0 is x-axis, 0 1 0 is y-axis, and 0 0 1 is z-axis. Certain axis have more strength for the type of objects you're trying to meld together so play around with it.
range is how far the objects can rotate on the axis given.. so 0 0 is no range, 5 -5 is 360 degree range.. (don't ask me what the numbers are because I don't think they're radians.. and they're definitely not degrees :P) you'll just have to play with this if you use range (but for swords usually 0 0 works).
other things:
pos # # # - the exact position of the joint (X Y Z)
strength # - ?
visible 0/1 - turn visibility of the joint off/on (this is useful while building the mod, just remember to 0 it out so it looks clean when you submit it)
additional notes:
I don't really understand katana.tbm either.. there's no positioning for any of the joints.. and for some of the joints he put no data at all and it still works.. I like to put the exact positions of my joints because that's how I was taught but you can do whatever.
Last edited by DoubleDagR; Jul 23, 2009 at 01:37 AM.