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Standard newbie questions.
#245814
01/12/09 04:57
01/12/09 04:57
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Joined: Jan 2009
Posts: 20
Tuah
OP
Newbie
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OP
Newbie
Joined: Jan 2009
Posts: 20
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I am, as you would expect, new to Gamestudio, and am in need of some assistance. With my questions, I have searched for answers and gotten only confusing, ambiguous, or simply unhelpful results. I shall keep my questions simple.
First is the tried and true "3DS in Gamestudio". How can I get my models and bone based animations from 3DS Max into Gamestudio? If I have to import into MED, I want to keep my bones.
Second, is there a good method of moving a character in relation to the camera in third-person? (IE: If I press left, the character will move to the camera's left.)
Third, I want my character to be able to run on walls and ceilings. How can I get my character to 'attach' himself to them? I was looking at the ol' Kingdom Hearts movement script (and modifications of it) which use distance_from_ground or something. I was thinking of the same thing, but instead of just the ground, to make it in any direction, and upon any object. But this would also mean changing the character's orientation depending on the angle of the ground/walls...
Last edited by Tuah; 01/12/09 05:07.
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Re: Standard newbie questions.
[Re: delinkx]
#245901
01/12/09 16:26
01/12/09 16:26
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Joined: Jan 2009
Posts: 20
Tuah
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Newbie
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Posts: 20
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I'll I've found in those has been non-conclusive. I've seen links to pages that don't exist, tools that don't work, and then no answers at all. The best tutorial out there leads me to think that it's impossible to use bone animation in Gamestudio. I really don't want to animate in MED if I don't have to.
My biggest problem is the first one. If I can't get that one, I can't experiment with the other two to figure them out.
Last edited by Tuah; 01/12/09 16:43.
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Re: Standard newbie questions.
[Re: Tuah]
#245916
01/12/09 17:04
01/12/09 17:04
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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while importing be sure to UNcheck "convert to points animastion" and CHECK "bones" in import options.
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Re: Standard newbie questions.
[Re: Tuah]
#245929
01/12/09 18:01
01/12/09 18:01
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya.
Quadraxas: If you have an exact, step by step, of how to animated in MAX, export/import FBX and have all bones, animation and skins attached...I'm sure that Tuah wouldn't be the only one eternally grateful.
I don't use max much, but I have found tutorials/help files on a LOT of stuff for 3DGS to be, shall we say, "swiss-cheese like". What I mean is, we get a nice overall shape and feel for the process in question, but there are a lot of holes in it to fall into.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: Standard newbie questions.
[Re: Paul_L_Ming]
#245930
01/12/09 18:05
01/12/09 18:05
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Joined: Jan 2009
Posts: 20
Tuah
OP
Newbie
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OP
Newbie
Joined: Jan 2009
Posts: 20
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Hiya.
Quadraxas: If you have an exact, step by step, of how to animated in MAX, export/import FBX and have all bones, animation and skins attached...I'm sure that Tuah wouldn't be the only one eternally grateful.
I don't use max much, but I have found tutorials/help files on a LOT of stuff for 3DGS to be, shall we say, "swiss-cheese like". What I mean is, we get a nice overall shape and feel for the process in question, but there are a lot of holes in it to fall into. The biggest hole I have is that my mesh and bones don't want to stay attached. xD But yeah, a lot of tutorials automatically assume you know the basics, yet there are no tutorials on the basics.
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Re: Standard newbie questions.
[Re: Tuah]
#245960
01/12/09 20:03
01/12/09 20:03
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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ok ill make a step by step video of export/import a rigged and animated model using fbx format, from max to med.
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