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Re: Standard newbie questions. [Re: Quad] #245971
01/12/09 20:32
01/12/09 20:32
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
thnx from me too for that upcoming tutorial quadraxas smile



Ubi bene, ibi Patria.
Re: Standard newbie questions. [Re: croman] #245991
01/12/09 21:45
01/12/09 21:45
Joined: Jan 2009
Posts: 20
T
Tuah Offline OP
Newbie
Tuah  Offline OP
Newbie
T

Joined: Jan 2009
Posts: 20
If my project actually takes off, I want to make tutorials as well! laugh

All the way to from-scratch creation!

Re: Standard newbie questions. [Re: Tuah] #246103
01/13/09 16:45
01/13/09 16:45
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
here it is:
http://www.youtube.com/watch?v=7Lxft1ML05U

(if you cant read because of the quality, i can upload the video file somewhere else.)


3333333333
Re: Standard newbie questions. [Re: Quad] #246104
01/13/09 16:51
01/13/09 16:51
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
great tut! is it possible to create, rig, animate model with bones in Maya, then export to FBX and then import in MED? i know it's possible but will those bones be imported right...if you know? smile



Ubi bene, ibi Patria.
Re: Standard newbie questions. [Re: croman] #246115
01/13/09 17:49
01/13/09 17:49
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
well the autodesk fbx format is mainly for this reason.

taking models from max to maya or vice versa, completely.

Since they are same file format i guess it will work.


3333333333
Re: Standard newbie questions. [Re: Quad] #246123
01/13/09 18:24
01/13/09 18:24
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
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croman  Offline
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Joined: Nov 2007
Posts: 1,032
Croatia
thnx smile



Ubi bene, ibi Patria.
Re: Standard newbie questions. [Re: croman] #246163
01/13/09 21:33
01/13/09 21:33
Joined: Jan 2009
Posts: 20
T
Tuah Offline OP
Newbie
Tuah  Offline OP
Newbie
T

Joined: Jan 2009
Posts: 20
I've come up with an idea for the third problem. This is edited from something I found in the manual, along with the Kingdom Hearts movement script.

Code:
function place_me_on_surface
{	
	vec_set(temp,my.z); //set primary vector
 	temp.z -= 5; // 'bout half a foot from the surface
	var_angle[3] + { my.pan, my.tilt, my.roll }; // point angle in the direction of character's feet
	vec_rotate(temp,angle); //rotate vector
 	c_trace(my.z, temp, IGNORE_ME); //trace from character's feet about half a foot
 	vec_set(my.z, target); // put on surface
 	vec_to_angle(my.tilt, normal); // stand "upright" from normal
 	vec_to_angle(my.roll, normal);
}	 


Am I on track with this?

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