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FXModuleLookAtConstraint and CONSTRAINLOOKFX?


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When using FXModuleLookAtConstraint/CONSTRAINLOOKFX (like for the suspension elements of wheels), where/how should the elements be oriented in the model/mesh?

I'm assuming that the FXModuleLookAtConstraint/CONSTRAINLOOKFX rotates the selected mesh (at the origin) to look at the origin of its paired mesh (as set in cfg)?

Does this mean the parts involved should essentially be straight up (with X=90) with the origin of the mesh set to the pivot point, and the module should be left to handle the alignment?

[Edit] Pictures

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So it looks fine in Blender, and in Unity, but in game the suspension/actuation elements are suddenly all over the show

I'm assuming its the meshes being rotated by the module?

Edited by NoMrBond
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