The menu box opens when I click my mesh, so I can turn it on/off and change the speed and make the light come on/off, but the ANIMATION doesn't work; the mesh is still static.
First I tried just cloning an EA object and adding the script. Nope, that didn't work.
Then I decided to directly clone one that worked--I cloned one of Sandy's mobiles; with 2 groups (G0 static unimportant mesh, G1 spinning mesh). There's nothing in the Material Editor that I can tell is any different.
There are no Joints as far as I can tell, on the fans or mobile when I load them in Milkshape. But in TSRW's Joints tool it says there IS a fan joint (bind_fan_spin, 0xCD68F001)--right where the fan blades and mobile spins. I didn't even notice it in my first 20+ attempts, but in my most recent attempts I was like fine, lemme manually assign a normal 0xCD68F001 joint. Nada. So I said fine, lemme manually drag the joint's XYZ axis down from the ceiling (where the fan/mobile mesh spins) to align with MY mesh; maybe it needs to be moved? Nope, even THAT didn't work.
So what gives?
I really am at my wit's end; what am I doing wrong?
I went back and assigned the bone_fan_spin in TSRW's joint edit tab, and OH LAWD all kinds of things went haywire, I can't even explain it, but basically the mesh glitches out when I click the menu options, flickering in and out of visibility.
I'm curious - why not clone Cmo's object?
Best to work from the point least removed, the more incarnations a piece of CC goes through the less reliable of a clone it tends to be.
It also sounds like bones are being lost during export - or that TSRW doesn't support custom bones, so it's not listing or exporting them correctly.
I quickly looked at Cmo's fan in MilkShape and there are two bones, one for each group:
The 0xCD68F001 object joint for group00, the static part of the mesh.
And 0x287A0242, which must be from the animation rig, for group01 - the spinning part.
Should be simple enough to assign in MS and import back into the package, but if TSRW is still borking it I can give instructions for doing that without it.
I'm curious - why not clone Cmo's object?
Best to work from the point least removed, the more incarnations a piece of CC goes through the less reliable of a clone it tends to be.
It also sounds like bones are being lost during export - or that TSRW doesn't support custom bones, so it's not listing or exporting them correctly.
I quickly looked at Cmo's fan in MilkShape and there are two bones, one for each group:
The 0xCD68F001 object joint for group00, the static part of the mesh.
And 0x287A0242, which must be from the animation rig, for group01 - the spinning part.
Should be simple enough to assign in MS and import back into the package, but if TSRW is still borking it I can give instructions for doing that without it.
Thanks so much for the tips! I love making life hard for myself.
Yeah, I think something's definitely messing up in TSRW--one thing I didn't do was use S3PE/Blender, so I'll try that first.