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Rolling objects

Okay. So a question I have is do we as Foundry Authors have the ability to "roll" objects? Perhaps this is not the correct geometric terminology but here's what I'm referring to.

For example: If we place a NPC Contact of a person with their idle animation set to "Sleep" where they are peacefully laying on their back. Let's say that we place them so they are like three feet off the ground just floating on their back. Can we "roll" them so that they could be floating face down? And this is not just relegated to NPC contacts. Could also apply to props like crates or plants or anything else. I know we can rotate them to face a certain direction but I guess I'm looking to rotate them on another plane.

Frankly, I sucked at math so I hope I'm making this clear enough for everyone to understand.
Thanks for the help.
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Post edited by maninblack017 on

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  • kirksplatkirksplat Member Posts: 0 Arc User
    edited August 2013
    Okay. So a question I have is do we as Foundry Authors have the ability to "roll" objects? Perhaps this is not the correct geometric terminology but here's what I'm referring to.

    For example: If we place a NPC Contact of a person with their idle animation set to "Sleep" where they are peacefully laying on their back. Let's say that we place them so they are like three feet off the ground just floating on their back. Can we "roll" them so that they could be floating face down? And this is not just relegated to NPC contacts. Could also apply to props like crates or plants or anything else. I know we can rotate them to face a certain direction but I guess I'm looking to rotate them on another plane.

    Frankly, I sucked at math so I hope I'm making this clear enough for everyone to understand.
    Thanks for the help.

    No. This is possible with NW's "nudger" but not with STO's Foundry.
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited August 2013
    No unfortunately we cannon rotate an object in this fashion. The rotation we can do is entirely two-dimensional from the top down. Incidentally, you also can't levitate a sleeping npc three feet off the ground. NPCs will "stand" on whatever surface you put them over and if you change the Y value they'll just fall to whatever is under them. However it might be possible to balance them on top of an invisible wall, since there is a very very small collision area on top of the asset where you can stand. I've never tried this though.
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  • maninblack017maninblack017 Member Posts: 152 Arc User
    edited August 2013
    drogyn1701 wrote: »
    No unfortunately we cannon rotate an object in this fashion. The rotation we can do is entirely two-dimensional from the top down. Incidentally, you also can't levitate a sleeping npc three feet off the ground. NPCs will "stand" on whatever surface you put them over and if you change the Y value they'll just fall to whatever is under them. However it might be possible to balance them on top of an invisible wall, since there is a very very small collision area on top of the asset where you can stand. I've never tried this though.
    Thanks everyone. The npc was just to describe the concept. But I was trying to do was actually roll an environment. Crazy stuff I know but I'll just have to get creative.
    [SIGPIC][/SIGPIC]
    "The time has come to see the world as it is." - Captain James T. Kirk
    Twitter - @SDVargo
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited August 2013
    drogyn1701 wrote: »
    No unfortunately we cannon rotate an object in this fashion. The rotation we can do is entirely two-dimensional from the top down. Incidentally, you also can't levitate a sleeping npc three feet off the ground. NPCs will "stand" on whatever surface you put them over and if you change the Y value they'll just fall to whatever is under them. However it might be possible to balance them on top of an invisible wall, since there is a very very small collision area on top of the asset where you can stand. I've never tried this though.
    Or a tiny object.... I haven't tinkered with it much though.
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