Creating Attachment Models

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Attachement models are models that can be held, carried, or otherwise connected to other models. The point at which an attachment model is connected (held or carried) by the other model is called the attachment point.

Typically, you use attachment models for things such as weapons that are held by animated models such as avatars or mobs. However, you can also add attachment points to static models, for example to attach a smoke particle effect to a house's chimney.

Overview

The overall process for creating attachment models through the use of attachment sockets is easy. The attachment process is in ongoing development, and it will be improved in the future.

Follow these simple rules when creating attachment models:

  • Use only one model per exported attachment-model file set (mesh/material/etc).
  • Attached models attach at their pivot point (you must modify this to get proper behavior).

Restrictions

The Multiverse platform does not currently support the following:

  • Collision volumes for attached items.
  • Animated/skinned models as attached items.
  • Attachment models with associated attachment sockets (for example, a gun with an attachment socket for a sight).

Process

Assuming you are using the standard set of attachment sockets, with their default rotational orientations, an important aspect of creating a working attachment model is its orientation in 3dsMax. When looking at the standard perspective, or left orthographic view, the "business end" of a weapon (the edge of a blade or barrel of a gun) faces right. Up (the top of the gun, or point of the blade) points toward the top of your monitor.

It is important to create the model with this in mind so you don't confuse the central pivot(s) when rotating after you create the model. If you do have to rotate a model after creation to get this alignment right, then you should use the [Affect Model Only] mode in the pivot section of the hierarchy tab.

Once the model is completed, follow these steps:

  1. Translate it so that its intended attachment location is at the world origin. This makes it easier to position the pivot points of multiple pieces if you have them.

  2. Image:AMT_positionModel.jpg


  3. Use the [Affect Pivot Only] mode and translate the pivot of all pieces to the place where you want to attach the model (this should be 0,0,0 the world origin if you have followed the previous step).

  4. Image:AMT_HierarchyTab.jpg


    For example:


    Image:AMT_positionPivots.jpg



Now the model should be ready for export using the pivot as the attachment point.

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