Gamestudio Links
Zorro Links
Newest Posts
Trading Journey
by 7th_zorro. 04/27/24 04:42
Help with plotting multiple ZigZag
by M_D. 04/26/24 20:03
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
M1 Oversampling
by jcl. 04/26/24 11:12
Why Zorro supports up to 72 cores?
by jcl. 04/26/24 11:09
Eigenwerbung
by jcl. 04/26/24 11:08
MT5 bridge not working on MT5 v. 5 build 4160
by EternallyCurious. 04/25/24 20:49
Zorro FIX plugin - Experimental
by flink. 04/21/24 07:12
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (Quad), 762 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
wandaluciaia, Mega_Rod, EternallyCurious, howardR, 11honza11
19049 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Truespace : it worth for over 500 bucks? [Re: Pappenheimer] #166836
11/12/07 05:08
11/12/07 05:08
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Paul_L_Ming Offline
User
Paul_L_Ming  Offline
User

Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
Hiya.

XSI (at least verion 4, the one I use) can export .x (textures, objects and animation) with a plug-in. However, when you import the .x into MED (A6), the FIRST and LAST frames need to be manually deleted by you. I'm not sure exactly why, but if I make an animation in XSI 4, say from 0 to 60. After exporting and then importing to MED, I have frame 0 to 61. Frame 0 seems to 'reset' the model to 0,0,0 world co-ordinates; at frame 1 it jumps to where it's supposed to be. Not sure why, but oh well. You can happily delete frame 0 and the last one to get the animation range you need/want. For some animations, this may require you to add an extra 'dummy frame' at the end of your animation sequence when in XSI.

Hope that made sense! Bottom line: delete frame 0 and last frame after importing .x, and you're good to go! Oh, and you will probably need to scale the .mdl. I'm still trying to figure out what scale factor I want to use, but if you use the "1 unit" mesurements in XSI, you will want to multiply by 12.8 in MED to get a 'normal sized' model (so a XSI human model that is 6 units tall would become 76.8 'units' tall in MDL format).


^_^

"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)
Re: Truespace : it worth for over 500 bucks? [Re: Paul_L_Ming] #166837
11/12/07 08:06
11/12/07 08:06
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline OP
User
Mondivirtuali  Offline OP
User
M

Joined: Oct 2005
Posts: 528
Italy
Ha thanks! i'll try a simple rigging animation , when I have time for this. ( I got Mod Tool , for now..)

Re: Truespace : it worth for over 500 bucks? [Re: Pappenheimer] #166838
11/12/07 12:18
11/12/07 12:18
Joined: Oct 2005
Posts: 528
Italy
M
Mondivirtuali Offline OP
User
Mondivirtuali  Offline OP
User
M

Joined: Oct 2005
Posts: 528
Italy
Quote:

Broozar is right.

At least you should have a look at ventilators detailed animation tutorials for blender. Exporting to 3DGS included!

http://www.coniserver.net/wiki/index.php/Blender

http://machinimist.googlepages.com/





Oh I did not see this !

Re: Truespace : it worth for over 500 bucks? [Re: Mondivirtuali] #166839
11/16/07 02:27
11/16/07 02:27
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
I own most of the packages out there, and blender is by far the best for the work we do..I'm also taking price into account. it can do more than trueSpace and it is free.(I do love tS though).


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Page 2 of 2 1 2

Moderated by  aztec, Blink, HeelX 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1