Zontik on 12/3/2009 at 14:27
I saw in some others' models (by Dark Arrow and by CoSaS team) the following names of vhots:
@hLight01
@hLight02
...
@h(somethingelse)01
@h(somethingelse)02
...
And THESE vhots DO work!
I don't understand something important... and probably stupid.
Well, I'll try @h00 and @h01. Just to know truth.
LarryG, at a moment I have 1 (one) vhot in the table lamp and no vhots in chandelier (flames are just aligned, not attached). Problems appear faster than I solve them!
LarryG on 12/3/2009 at 14:49
Quote Posted by Zontik
I saw in some others' models (by Dark Arrow and by CoSaS team) the following names of vhots:
@hLight01
@hLight02
...
@h(somethingelse)01
@h(somethingelse)02
...
And THESE vhots DO work!
I don't understand something important... and probably stupid.
Well, I'll try @h00 and @h01. Just to know truth.
LarryG, at a moment I have 1 (one) vhot in the table lamp and no vhots in chandelier (flames are just aligned, not attached). Problems appear faster than I solve them!
From all the documentation I've read, a vhot needs to be named
@hnnoooooo where
nn is a two digit number and
oooooo is an optional identifier refering back to the name of the base object. I don't think @hLight01 should work, but @h01Light would. Check out the tutorial on Axes and vHots at the Low Poly Guild (CompleteAxlesTut.zip).
R Soul on 12/3/2009 at 14:55
If there is a base object but no sub objects it's quite acceptable to name the vhots @h01, @h02 etc.
I also think it's the case that when a vhot mentions a mesh name, it's only the first two letters which are considered. So if the base object is called object1 and the subobject called object2, bsp might not know to which mesh the vhot belongs to.
LarryG on 12/3/2009 at 15:15
Inline Image:
http://i255.photobucket.com/albums/hh121/goldsla/DoorParts.jpgIn the above illustration,
* the base object is
Object0* the axel for both handles is
@x00ob2500, the
ob is to relate it to the base object by using the 1st 2 characters of the base object's name
* the 1st handle is a sub-object named
@s00bb, the
00 relates it to the axel
@x00ob2500 by using the axel's ordinal number,
00* the 2nd handle is a sub-object named
@s00cc* The 1st vhot is named
@h02object0, the
object0 relates it back to the base object (could only
ob have been used?) (Is it related to the base object so that the vhot moves with the base object and not with the sub-object?)
* The 2nd vhot is named
@h03object0 for similar reasons
If you wanted the vhot
@h02object0 to move with a handle sub-object, you would replace the
object0 with, say,
bb, making it
@h02bb. Is that right?
R Soul on 12/3/2009 at 16:44
There's one way to find out. Make a door. The proportions need not be sensible, as long as the axle and handles are named correctly. Place a vhot away from the axle (e.g. in that screenshot the yellow one can be moved to the left), and tell it to refer to the handle sub object.
In Dromed, create a particle attachment referring to that vhot. Configure the door to respond to lockpicking and see if the particle moves as the handle rotates. Or create and activate a Joints tweq property.
LarryG on 12/3/2009 at 17:22
This is my attempt to have a vhot move on a translating sub-object:
Inline Image:
http://i255.photobucket.com/albums/hh121/goldsla/MusicStandCandleVhot.jpgAnim8or's Join Solids was used to merge the candle to the music stand tray as a single sub-object.
In DromEd I have on the music stand:
[INDENT]Renderer>AnimLight ...
Tweq>ModelState: {On; [None]; 0; 0}
Tweq>Models: {Continue; No Limit; Anchor, Random; Jitter Hi; 125; ...}
Scripts: {Extinguishable; Animlight; ; ; False}
Links>~ParticleAttachement: CandleFlame
with Data: {Vhot; 1; N/A; 0}
Shape>Joint Positions: {0.00; 0.00; 0.00; 0.00; 0.00; 0.00}[/INDENT]
This is my result:
Inline Image:
http://i255.photobucket.com/albums/hh121/goldsla/dump059.jpgGrrrr!
Now why the flame is where it is, is beyond me. But it certainly does not seem to be attached to my sub-object's vhot. So either I did something(s) wrong (quite likely) or putting a vhot on a sub-object just is not possible and it has to be on the base object. Thoughts?
Oh ... when I move the joint to 1.75, the flame stays put:
Inline Image:
http://i255.photobucket.com/albums/hh121/goldsla/dump060.jpgRenaming the vhot to
@h01ms places the flame in the correct position when the joint is at 0.00, but, of course, it does not follow the candle when the joint is changed, to 1.75, say.
Inline Image:
http://i255.photobucket.com/albums/hh121/goldsla/dump061.jpgBased on this experiment, I think that putting a vhot on a sub-object is not supported.
R Soul on 12/3/2009 at 17:52
It doubt you did anything wrong. In the Particle Launch Info property (of the SFX) are box min and box max values, which determine where, relative to the location coordinates, the particles can be created. If all values are 0, all particles start in the centre. If X is 1 for min and max, all particles will start 1 foot to the south.
If X min is -1 and X max is 1, the particles will start anywhere between.
So, you could make the vhot refer to the base object, and set the min & max box values for Z to be equal to the value of the joint position.
I haven't tried that, so it's just an educated guess. I'm note sure of the light would follow the particle launch location or the location of the bounding box.
LarryG on 12/3/2009 at 18:34
Quote Posted by R Soul
... So, you could make the vhot refer to the base object, and set the min & max box values for Z to be equal to the value of the joint position.
I haven't tried that, so it's just an educated guess. I'm note sure of the light would follow the particle launch location or the location of the bounding box.
I just tried it. The flame now can be made to follow the candle wick. And by adjusting the Z value for the Animlight similarly, the light can be made to follow as well. A little adjustment to the light and it should be OK. Thanks.
Schwaa2 on 13/3/2009 at 17:13
Yeah, I never had any luck attaching things to a sub object myself. Tried particles and objects.
While you can actually attach to a sub object it won't move with it.
Probably because the vhot and sub objects both start with @. So Dromed thinks they both belong to base no matter what.
-----------
I wonder though LarryG,
If you named the vhot
@h01s00tray
That would be a full path to the tray itself. @h01tr might be trunciating to @h01 which belongs to the main obj. But if you add the full name it might find the tray. Not sure if it would work or not.
--------------
just in case anyone was wondering.
The door doesn't have a sub-object 01 because that is reserved for the lock slot, like chests.
LarryG on 14/3/2009 at 02:38
Quote Posted by Zontik
Yes, it solves problem for small chandeliers, but not for huge. It looks stupid, when 1 water arrow turns off all 6 candles in chandelier which is 12 feet in diameter.
Later.Vhot doesn't work in my animated lamp.
I create cube, convert it to mesh, THEN renamed to @hvhot01.
Moved it from the center to light front side of a lamp.
Placed model in Thief, changed model, relighted in Raycast. No effect! The lamp shines direct from it's center. AnimLight offset works, but vhot don't. What I did wrong?
I just read in Schwaa's tutorial on Vhots and Axels that "Maximum number of VHOT's per object is 3." Have you been able to get 6 Vhots working on your chandellier?