Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

Custom maps, mods, skins & campaigns
Discover and download custom maps, character skins, weapon modifications, skins, enemy modifications, campaign mods, and much more.
Collision Parts to bone attachment
Hello!

I have long lasting question about wierd behavior of entity mechanism in game.

When i attach even simpliest Collision part of monster, which they have in default mechanism, to a Pelvis bone, which in some cases has 90(or some another number) degrees rotation, in game monster appears upside down, or rotated in another wierd way.

Im Mechanism template there is relative placement parameters which should adjust part rotation.
In editor view window everything looks fine. But not in game. I tried everything and nohing really helps besides two things: creating new root bone and animate it to have same trajectory as original bone, or rotate target bone which leads to awful result for the rest skeleton.

Also despite i specified bone to which root part must be attached, it looks like it doesnt follow it at all. When kleer jumps, his "real" skeleton still standing on the ground and simply following it's center, completley ignoring Z axis change.

If i finally receive answer or at least direction where to search it would be best present for christmass.

Thank you in advance!