I really still don't get a little of the hierarchy....
TBH the only part I don't understand are the weapons...
Can someone make a Hierarchy tutorial?
Moderator: Moderators
Think of them as joints. Let's say you have a human. The root piece is the pelvis; any time it moves, the rest of the body must follow. Its origin is in its center, around where it attaches to the torso.
The torso is a child of the pelvis. Its origin should be in the same place as the pelvis origin.
Then you have an arm. As you'd expect, the upper arm should be a child of the torso (if the torso moves the arms move). The origin of the upper arm should be at the shoulder joint, to allow the expected movement.
Next you have the lower arm, which is a child of the upper arm. Its origin is at the elbow.
For most spring models a seperate hand piece is unnecessary, but you can still do it if you want. It'd go at the wrist as a child of the lower arm.
Then, let's say he has a rifle. The rifle would be a child of the lowest arm piece (generally lower arm, but like I said, it can be the hand if you please). The origin of the gun should be at the handle, where the gun is held. As you'd expect, this would be the pivot point when a person holds it.
Finally, the gun has a single point with no geometry at the end of the barrel(s). This piece can be called anything, but it's often called the flare. This piece is used in QueryWeaponX(piecenum) in the script. It is where the projectile actually spawns when the unit fires, so this is why you want it to spawn from your flare piece rather than the handle of the gun. This is also where smoke puffs and such are emitted from by weapons.
The hierarchy is the same for every other limb. For a tank, it might be chassis -> turret -> sleeve -> barrel -> flare for something with the simplicity of, say, a Goliath or Stumpy.
To reset origins, move the child piece relative to its parent's origin (in the case of the root piece, the world origin) and hit "Apply Transform." If the parent's origin is 4 'units' (whatever unit upspring measures in, it's sure not script units) to the left of the child's position, then the child's origin will now be 4 'units' to its left. There's really no easy way to explain it without messing with it yourself.
The torso is a child of the pelvis. Its origin should be in the same place as the pelvis origin.
Then you have an arm. As you'd expect, the upper arm should be a child of the torso (if the torso moves the arms move). The origin of the upper arm should be at the shoulder joint, to allow the expected movement.
Next you have the lower arm, which is a child of the upper arm. Its origin is at the elbow.
For most spring models a seperate hand piece is unnecessary, but you can still do it if you want. It'd go at the wrist as a child of the lower arm.
Then, let's say he has a rifle. The rifle would be a child of the lowest arm piece (generally lower arm, but like I said, it can be the hand if you please). The origin of the gun should be at the handle, where the gun is held. As you'd expect, this would be the pivot point when a person holds it.
Finally, the gun has a single point with no geometry at the end of the barrel(s). This piece can be called anything, but it's often called the flare. This piece is used in QueryWeaponX(piecenum) in the script. It is where the projectile actually spawns when the unit fires, so this is why you want it to spawn from your flare piece rather than the handle of the gun. This is also where smoke puffs and such are emitted from by weapons.
The hierarchy is the same for every other limb. For a tank, it might be chassis -> turret -> sleeve -> barrel -> flare for something with the simplicity of, say, a Goliath or Stumpy.
To reset origins, move the child piece relative to its parent's origin (in the case of the root piece, the world origin) and hit "Apply Transform." If the parent's origin is 4 'units' (whatever unit upspring measures in, it's sure not script units) to the left of the child's position, then the child's origin will now be 4 'units' to its left. There's really no easy way to explain it without messing with it yourself.