Create a single point ?

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Create a single point ? // New Users

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Post by EyeInStein // Apr 12, 2007, 5:15pm

EyeInStein
Total Posts: 38
Is there any way to create a single point in a scene ? I don't want to create another point on an existing mesh, just a single point. 3dsMax had this ability under 'helpers'.

I know this may be an odd request, but I make models for a gaming community, and the rotation of animated objects is based on this single point system, essentially looking at this point as the center pivot point.

Thanks for any help.

Post by Changa // Apr 12, 2007, 8:33pm

Changa
Total Posts: 187
pic
If you need pivot point you can assign it here (pic 1 ). It's moveble to any position. Pic 2 - fixation point in phisical simulation and center of object gravity (next to it). See also 'magnetic too' and 'look at' tool. (refer to the manual) You have different possibilities depending on your needs.

Post by TomG // Apr 13, 2007, 2:58am

TomG
Total Posts: 3397
There is no way to have a single vertex as an independent object in trueSpace. This is just due to the modeling system and the way tS handles geometry.


However there are other ways of defining fixation / attachment / rotation points, it all depends on the format you are exporting to at the end of the day. The gameSpace forums can be helpful here as naturally people over there work with game formats more frequently that most of the people here on the tS forums :)


HTH!

Tom

Post by Jack Edwards // Apr 13, 2007, 3:44am

Jack Edwards
Total Posts: 4062
pic
If you do actually need a piece of geometry to represent that single point to the 3D engine, an alternate approach might be to create a triangle and scale it arbitrarily small...


-Jack.

Post by stan // Apr 13, 2007, 3:58am

stan
Total Posts: 1240
pic
maybe a null object would work
this one is saved as a ts66 cob
it acts as a single point and doesn't render:D
or maybe moving the axis would do it
Gord:cool:

Post by EyeInStein // Apr 13, 2007, 5:00am

EyeInStein
Total Posts: 38
I am exporting the entire model to .3ds format. It is then run thru bitturn to get an .ase, which the game's modeling program will accept as an import - and export in the game engine's model format.

It appears that I do need to use a single point, and it will have to be named within a given naming convention. For the 'ground level' of the model, a square is fine, as the engine will recognize the center of the geometric figure and place the model model accordingly. It is not accepting this for the rotation of an item around a center point on a square - but I haven't tried a planed triangle (I'm guessing a single vertice ?). If I can position and name a null object - and get it to export correctly in .3ds, that appears to be what I'm looking for in this situation.

Thank you for all of the suggestions. I will visit the game area, I wasn't aware that they had separate forums.
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