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Wizard Model Attempt
Posted:
Sun Mar 11, 2007 1:45 pm
by thadiusofx3
My first attempt at any sort of character modeling
Posted:
Sun Mar 11, 2007 2:37 pm
by Joe M.
wow, I'd forgotten all the shortcuts that xen-quality graphics offer--no need to mess around getting a beautiful character, 'cause nobody's going to look to closely.
Looks good!
Posted:
Sun Mar 11, 2007 2:44 pm
by Karl G.
sweeeeet
boned?
Posted:
Sun Mar 11, 2007 3:04 pm
by 9sam1
he aint got no face or hands! lol but gj man thats good.
Posted:
Sun Mar 11, 2007 3:24 pm
by Serenity
could always be a pix
Posted:
Sun Mar 11, 2007 3:39 pm
by thadiusofx3
I haven't added a face or hands yet
Just finished the rigging, and it's looking pretty awesome.
I gotta go to work now and I won't be back til like 1AM, but then I'll try and whip up a quick walking animation to test it out and I'll post it.
Posted:
Sun Mar 11, 2007 3:58 pm
by Karl G.
that's awesome! Blender format?
Posted:
Mon Mar 12, 2007 12:12 am
by thadiusofx3
whatever format you want it in
I'm not sure if I'll get that video done tonight, I'm pretty tired and I gotta go back in at 11 in the morning, so I might just go to bed.
Posted:
Tue Mar 13, 2007 12:25 am
by thadiusofx3
arg having some troubles animating (not actually getting the bones to conform to the mesh and move it accordingly, but actually getting the keyframes to work
Posted:
Tue Mar 13, 2007 11:22 am
by Karl G.
Thad--as long as you can export a boned .X model, I can write a quick utility to put it into certain poses. If you write the animations and export them I cant use the results anyway.
Hey--there are no vertices with more than 1 bone influence right?
Posted:
Tue Mar 13, 2007 11:32 am
by thadiusofx3
well it's hard not to cross over because I'm using weight painting to weight the mesh, so probably
is that gonna be a problem?
Do i need to name the bones something useful for you?
Posted:
Tue Mar 13, 2007 12:08 pm
by Karl G.
Yes, please name the bones. Vertex influences will be a problem, but I might be able to write a script to sort them out a bit. Be careful not to have more than two, or the script will become exponentially more difficult to write.
Posted:
Tue Mar 13, 2007 12:57 pm
by thadiusofx3
i'm pretty sure theres not more than 2 per vertex
having a little trouble with the export script, it keeps giving me an error
Posted:
Tue Mar 13, 2007 1:05 pm
by Karl G.
Ugh. Well it doesn't really need to be .X, can you export to another animated format?
Posted:
Thu Mar 15, 2007 1:37 am
by David T.
See, I knew .X was a SOB of a format. Someday I'll care enough to write my own file type exporter for max.
Posted:
Thu Mar 15, 2007 4:56 pm
by secretrk1313
you should export in 3ds i find that one pretty good
Posted:
Fri Mar 16, 2007 1:47 pm
by David T.
That last post was so sad I started laughing.
Posted:
Mon Mar 26, 2007 6:11 pm
by Karl G.
Hey Thad--
Could you post the model without bones or animation? I'm going to try whipping up a model rigger/animator sometime (a while from now...), and I'd like to have a source model.
Karl
Posted:
Mon Mar 26, 2007 7:38 pm
by thadiusofx3
yeah sure lemme whip it up real quick
Posted:
Mon Mar 26, 2007 7:52 pm
by thadiusofx3
ugh still having problems with it
apparently deleting the bones leaves some root_bon global variable that I dunno how to delete
Posted:
Tue Mar 27, 2007 12:02 am
by thadiusofx3
Posted:
Tue Mar 27, 2007 5:57 am
by Karl G.
omg thats perfect...exactly the low level of detail we need. The face is a bit wonky but hey, no biggie.
Karl
Posted:
Tue Mar 27, 2007 7:58 am
by thadiusofx3
yeah faces are definitely not my strongpoint lol
Posted:
Tue Mar 27, 2007 2:56 pm
by Joe M.
looks like he's been tortured with a giant panini-maker.
I'm sure he'll look fine when put in-game, though.
Posted:
Wed Mar 28, 2007 9:10 am
by Liberate My Madness
Yeah, he will be fine next to all the other poorly animated charactars lol.
But honestly, it's pretty good xen-quality!