Author Topic: Chrono Cross Blender Models (PC battle models added)  (Read 7835 times)

Magusmage

  • Porrean (+50)
  • *
  • Posts: 59
  • "I didn't create Lavos, just called him...I think"
    • View Profile
Re: Chrono Cross Blender Models (PC battle models added)
« Reply #15 on: February 23, 2011, 09:24:50 pm »
Wow, this is so awesome! :D

utunnels

  • Guru of Reason Emeritus
  • Zurvan Surfer (+2500)
  • *
  • Posts: 2797
    • View Profile
Re: Chrono Cross Blender Models (PC battle models added)
« Reply #16 on: February 23, 2011, 09:48:23 pm »
Well, that works for when I click the button "Render", but as soon as I do the "execute script", it renders them in the default top-down view position. Then when I check the camera, the position has been reset to what it was at first.

Hmm, the script actually sets the positions of the camera each time it renders a certain view. Let me see if I can change some values to get a front view, later this day or another.

utunnels

  • Guru of Reason Emeritus
  • Zurvan Surfer (+2500)
  • *
  • Posts: 2797
    • View Profile
Re: Chrono Cross Blender Models (PC battle models added)
« Reply #17 on: February 24, 2011, 10:52:53 am »
OK, it seems the solution is quite simple. Find these lines in the script (there should be four of those similar combinations, which stand for 4 camera positions, right, left, back and front).

Code: [Select]
camObj.setLocation(xx, xx, 12.2)
camObj.setEuler(pi/4, xx, xx)

Now change it to something like this:

Code: [Select]
camObj.setLocation(xx, xx, 2.2)
camObj.setEuler(pi/2, xx, xx)

You might have already figured out, 12.2 was the z offset of the camera and pi/4 was the camera's pitched angle.