collide_with_objects = false,
collisionbox = {-0.37, 0, -0.37, 0.37, 1.75, 0.37},
visual = "mesh",
- visual_size = {x = 3, y = 3},
+ visual_size = {x = 9, y = 9},
mesh = "snowman.b3d",
textures = {
"snowman.png","snowman.png","snowman.png","snowman.png","snowman.png","snowman.png",
-----
- --head_bone = "Bone",
+ head_bone = "head",
debug_head_pos = false,
- head_directional_offset = 0, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
- head_height_offset = 1.625, --added to the base y position
+ rotational_correction = math.pi/2,
+ head_directional_offset = 0.01, --used in vector.multiply(minetest.yaw_to_dir(body_yaw),head_offset)
+ head_height_offset = 1.65, --added to the base y position
--use this to correct the head position initially because it becomes severly offset - look at your blender model to get this perfect
- head_position_correction = vector.new(0,4.6,0),
+ head_position_correction = vector.new(0,0.6,0),
--this is used to tell the game the orientation of the bone (swaps x to and y, then z and y)
head_coord = "vertical",
- --rotational_correction = math.pi/2,
+ flip_pitch = true,
-----
is_visible = true,