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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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Hi, i wonder if the new Chains will be added to the Resource Pack.
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Mon Aug 10, 2015 7:18 pm |
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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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Hm, seems that i am the only one who is intrested in how the mechanism of the clampable cuffs works. I really would like to refactor the cross to use that mechanism. I also do have some other ideas i like to try out. Perhaps the new Chains makes it possible to create a freely usable cross, without the need to make a dedicated scene for it. If you are also intrested in the new chains, please bump this thread.
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Sat Aug 15, 2015 12:08 pm |
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xpadmin
Site Admin
Joined: Thu Feb 07, 2013 11:16 am Posts: 1930
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Sorry for late reply. I will update the resource pack next week to reflect the new objects that are in the dungeon. 
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Sat Aug 15, 2015 2:07 pm |
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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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Thx!
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Sat Aug 15, 2015 2:20 pm |
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loki
Rank 15
Joined: Sun Jun 28, 2015 8:36 am Posts: 243
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Can we have a version of one cuff+chain+pivot that can be moved using a wall button and not a remote? This helps a lot in building custom chains and a keypad to move them. Or is it not implemented yet?
I want to make a wooden pony and I need some cuffs otherwise I have to use the current chains for it.
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Sun Aug 16, 2015 12:57 pm |
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xpadmin
Site Admin
Joined: Thu Feb 07, 2013 11:16 am Posts: 1930
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I have updated the resource pack to contain the new objects in the dungeon.
N.b. I realize that the objects are still very static. So modding freedom on rigged objects is limited. It is possible to change elements of the objects like longer shaft for machine, other layout of chains. But the basic setup cannot be changed.
So creating a new rigged object like e.g. a cross is difficult, because a template object for that is not in the engine. Let me know what template objects you would like to be added and I will see what I can do.
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Tue Aug 18, 2015 1:03 pm |
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loki
Rank 15
Joined: Sun Jun 28, 2015 8:36 am Posts: 243
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I have got an idea.
We can create static cuffs by defining them as stocks object. No chains or rigging but I think we can make a cross or at least use them with puppet poses.
Plans to try it soon...
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Tue Aug 18, 2015 5:38 pm |
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tomahawk308
Rank 18
Joined: Sun Jun 22, 2014 3:46 pm Posts: 1094
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@xpadmin can we use the chains of the model to make handcuffs? 
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Tue Aug 18, 2015 7:10 pm |
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xpadmin
Site Admin
Joined: Thu Feb 07, 2013 11:16 am Posts: 1930
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@loki
Not really. That would need a cuffs template model.
Because many objects have specifics they are pretty static.
I do see the need for more general building blocks. This will be something for a future version.
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Tue Aug 18, 2015 9:32 pm |
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loki
Rank 15
Joined: Sun Jun 28, 2015 8:36 am Posts: 243
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Ah really? I hoped I could define 4 stock objects suspended in space.
Stock name in scripting but waypoint fixed cuffs models where I replace the maya shape stocks with built cuffs shape in maya.
I was thinking the cage could work the same, being turned into a cuff because it contains an object built from a movable, a static and a lock.
I mean no scripting, but drag a fainted girl and lock her in place.
I think the future chains should be defined as a multiple object and it is needed a better way to stick objects together. Probably most of the objects must be rethinked to minimum and allow being scripted to be attached to build complex objects.
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Tue Aug 18, 2015 11:24 pm |
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