I think there was another mount this year that did that as well and they fixed it. I'm actually not seeing that issue on the Indrik so far. I do have inverse kinematics enabled but not sure if that is related.
ZOS_GinaBruno wrote: »Well, the intention is certainly for their feet to touch the ground. We're working on getting this fixed, thanks all.
lordrichter wrote: »ZOS_GinaBruno wrote: »Well, the intention is certainly for their feet to touch the ground. We're working on getting this fixed, thanks all.
Although, just thinking on this a bit, it might be cooler if all four hooves were always a couple inches above the ground.
Fast forward a few months and even the new indriks have the same bug.
I remember reading that patch note and logging in only to be disappointed. Not sure what is wrong with this mount that is causing all of this. Shouldn't it be the same as all the other mounts with just a different summon animation?
@ErtosiIf ESO's engine is similar to the Unreal Engine, then the issue is likely caused by all mounts having a spherical collision component that needs to have it's bottom level with the mounts' feet. In the case of Indriks, said sphere's base is a bit lower than their feet, which is why they are always rolling forward or backwards. Correcting it would simply entail raising the sphere up a hair to be even with their feet (super easy if they would just choose to do so).
@ErtosiIf ESO's engine is similar to the Unreal Engine, then the issue is likely caused by all mounts having a spherical collision component that needs to have it's bottom level with the mounts' feet. In the case of Indriks, said sphere's base is a bit lower than their feet, which is why they are always rolling forward or backwards. Correcting it would simply entail raising the sphere up a hair to be even with their feet (super easy if they would just choose to do so).
Actually, the correct way to fix that is to only use the sphere for the initial rough collision detection and once a collision is detected switch to either an axis aligned bounding box or bounding boxes for individual body parts or even body part polygons for extremely precise placement.
Large bounding spheres are really only any good for rough collision detection ...
@SirAndy Thank you for your more complicated solution to the issue. While yours would certainly be much more precise, ESO's collision doesn't respond in a manner indicating that level of complexity and simpler solutions are usually the better option.