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Непрочитано 19.02.2015, 21:39   #2
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Автор темы (Топик Стартер) Re: Компиляция .u

Так же вот полезная информация, может кому пригодится, переводить не буду. Думаю кому нужно переведут сами.

Bones in UnrealScript
You can refer to individual bones using some native functions in UnrealScript. When referring to these bones, you can use the full name of the bone, though this works only for bones set up in the defaultproperties if the bone name has a space in it, in my experience. As an alternative, you can refer to a bone using it's attachalias. If the bone name does not have a space in it, you can just use the full name of the bone.

AttachAliases can be set up in the Animations browser in UnrealEd. Select the Mesh tab in the animation properties box to the right of the 3D pane of the animations browser. From there, expand attach, and then expand sockets. This reveals a dynamic array of attachment information, including the attachaliases and some options for the facing of actor attached to that bone.

Here is an example of how to refer to bones in Unrealscript:

Код:
  // Substitite Actor for the actor you want to attach, and lfarm for the
  // attachalias or name of the bone you want to use.
  AttachToBone( Actor, 'lfarm' );

  // Use this to detach it from that bone. You do not need to specify what bone
  // it is attached to.
  DetachFromBone( Actor );
Взято с вики унреал редактора.
Phantom-Dev вне форума Ответить с цитированием
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