Problem with Asset Attachment
Author: Joshua Luvene
Posted on 06/14/2024
The player had the weapon attached to the character mesh, but it was not positioned in the hand of the character. In game this would make it more difficult to see exactly what weapon they were using at the time, interfere with a sense of how the hit box should be, and just make the game look unfinished.
The child actor for the weapon mesh was not appropriately attached to the character skeletal mesh, and the default mannequin did not have a socket attacked to the hand. I was able to change the default attachment for the weapon mesh as well as add a socket to the character model we decided to use. This will ensure the game looks the way it should when one of our main focuses is the unique weapon types.
Get Proving Grounds
Proving Grounds
A arena based roguelike horde survival themed around the divine
Status | In development |
Author | NullNotZero |
Tags | Bullet Hell, Hack and Slash, Isometric, Roguelite |
More posts
- Dynamic Spline Creation - Sprint 7Jul 23, 2024
- Boss MechanicsJul 20, 2024
- Creating AI Concepts - Sprint 6Jul 20, 2024
- Projectile Offset Hit Detection - Sprint 5Jul 13, 2024
- Area of EffectsJul 13, 2024
- Better AimingJul 07, 2024
- Creating LevelsJun 28, 2024
- Animation and Valhalla LevelJun 28, 2024
- Buffs/Debuffs & DoTs/HoTsJun 28, 2024
- Retargeting for Animation - Sprint 3Jun 27, 2024
Leave a comment
Log in with itch.io to leave a comment.