Let’s say I wanted to create an object, only when it’s needed, and have it be used while it’s ‘action’ is being performed. My example is based off Mario & Luigi, and I want to be able to have Luigi swing his hammer when the button is pressed.
I’ll use the skeleton extension on Luigi to be able to get the hand bone positions, but other than that, I don’t know what to do.
My only idea was to rig the hammer and give it bones, so I can move the handle bone to the hand bone, and make it look as natural as possible… But I don’t want to jump the gun, so I’ll reply to whoever needs context with screenshots of what I’m working with.
So a character is wielding a weapon/tool and you only want to display it when the action/attack key is pressed?
try separate objects for characters and weapons/tools then you can just run a series of events to hide the object and make visible when a key is pressed.
Everything regarding the duplicate hammers, and the fact I’m floating has been resolved. I just can’t get the hammer to be centered, and the events probably don’t clear it up either. Using center(x) and center(y) creates that weird offset for some odd reason. Anyways, thank you!
hello! i usually do 2D games… so I don’t know what are the default for 3D
however… i’m 99% sure that i know your issue
by default the origin of an object is at the corner of the bounding box.
just change the origin of your sprite to the center of the sprite (for both luigi AND the hammer).
How do you do that? It’s a 3d model, not a sprite, and where do I change that for the character model?
are you using a 3dmodel? here seems to be the properties (origin point is the most important)
try object center. maybe?
Thanks this helped me find the problem, being that that hammer itself wasn’t centered in BLENDER! I would’ve never checked without that idea, so thank you!