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group #71106
04/16/06 23:33
04/16/06 23:33
Joined: Oct 2003
Posts: 246
A
Alberto Offline OP
Member
Alberto  Offline OP
Member
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Joined: Oct 2003
Posts: 246
hello

I import a single mesh in MED 6792
What shall I do to create groups and to call them in the skin editor ?
Moreover
Is it possible to use separate bodies and separate heads of human character and to !assemble " them on game initialisation ?

Re: group [Re: Alberto] #71107
04/16/06 23:42
04/16/06 23:42
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Well, you can select a bunch of polygons and then you can merge them into a new group. so you divide the model into the new group and the another which contains the other polygons. So you could take a human model for instance and then you can create different groups: legs, arms, head, hair, neck, torso, etc.

To skin a group, select it with the group selection tool. Entering a group means, that you have only access to the group polygons, not to any other ones. Than you can select single faces or all. When marked, you can assign with the skin manager one or more materials (but only one per face).

You can assemble the different body parts both in MED in one model or during game initialisation, but this needs one entity per body part. If you have e.g. 5 models which build up your human model and you have a dozen people running around this means that you have 60 entities on the screen. So, it would be faster if you merge them inside one model. If you have seperated animation in mind you could use of course bones animation.

Cheers
Christian

Re: group [Re: HeelX] #71108
04/17/06 18:14
04/17/06 18:14
Joined: Oct 2003
Posts: 2,881
United Kingdom
Tozzy Offline
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Tozzy  Offline
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Joined: Oct 2003
Posts: 2,881
United Kingdom
Don't forget, there is a bug in one of the MED versions (don't know which version; maybe the current one) but, apparently, if you create more than 16 groups, MED will crash. I think that Conitec are fixing the bug at present.

Re: group [Re: Tozzy] #71109
04/18/06 01:34
04/18/06 01:34
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
ulillillia Offline
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ulillillia  Offline
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Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
The groups bug was first reported (by me) since 6.40.0 was released as a public beta. It was still present in 6.40.2 and the current 6.40.4. I resubmitted the bug and it was confirmed and should be fixed in the next release.


"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip My 2D game - release on Jun 13th; My tutorials
Re: group [Re: ulillillia] #71110
04/18/06 09:45
04/18/06 09:45
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
hm, I merged by DLL dozens of entities into one MDL file and got no time an error when I tried to load it into MED or in the engine as long as it doesnt exceed the polygon limit.

Re: group [Re: HeelX] #71111
04/21/06 18:11
04/21/06 18:11
Joined: Oct 2003
Posts: 246
A
Alberto Offline OP
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Alberto  Offline OP
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Joined: Oct 2003
Posts: 246
Thanks all

"You can assemble the different body parts...during game initialisation"
"So, it would be faster if you merge them inside one model"

Actually I dont have speed issue rather space and time saving problems
I want to create one only human character but I want to select head - body and weapon on game initialization
If I have 10 items each, I should create 1000 finished characters off line.
Just an hint please
Which 3dsg commands should I use ?
Skeleton animation is fine


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