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Model Help

Posted: Tue Apr 10, 2007 7:53 am
by MasterYoda91
I am making a new ship for my level and i have a question relating to the animation of vehicles.
A CIS ship of some sort:
Image
for it to work do i have it in landed state(landing gear out) or how it would be flying?
Then how do i get the animation in game?
Also would some one be able to export for me? Please, i hope to get this and another vehicle into a map for the GT Mappack 4 Comp.

EDIT:I may need to ask for help with skinning too :oops:
Image

RE: Model Help

Posted: Tue Apr 10, 2007 9:52 am
by RC-1290
There is a tutorial on vehicle animations in the tutorials thread stickey.

RE: Model Help

Posted: Tue Apr 10, 2007 10:03 am
by MasterYoda91
OK, But Please could someone export (and/or) skin the vehicle for me?

Posted: Tue Apr 10, 2007 10:44 am
by Gogie
have you merged your polymeh yet?
and have you added pilot_hp's, damage hp's and other things?

Posted: Tue Apr 10, 2007 12:12 pm
by MasterYoda91
Not yet, ill do that last. I found a good way to skin so ill do that then animate. After that i need someone to export it for me.

Posted: Tue Apr 10, 2007 1:32 pm
by Gogie
I will more than happily export for you, simply after you are done export it to .xsi and send it to me via xfire.

Posted: Tue Apr 10, 2007 2:35 pm
by MasterYoda91
Thank you very, very much. Ill send it tommorow. You can use it if you want. :mrgreen: :mrgreen: :mrgreen:

Posted: Tue Apr 10, 2007 3:24 pm
by minilogoguy18
pilot hps arent needed unless its something where the pilot is actually visible, best to just hide the pilot via the odf file and save some objects in the scene.

Posted: Tue Apr 10, 2007 3:38 pm
by MasterYoda91
It says imn the Vehicle setup tut that it needs to be a single mesh. Does it have to be because if it is i cant get the textures to work.

Posted: Tue Apr 10, 2007 9:32 pm
by minilogoguy18
all the games meshes were single meshes and were enveloped, the animator i talked to from pandemic and bconstructor proved it. yours can be multiple but the documentation and animator say its best to keep it a single mesh, its supposed to use less memory but it does have to be enveloped.

Posted: Wed Apr 11, 2007 5:00 am
by Qdin
I sure love reading your 'speeches', fred! :D

I guess Mini and I were thinking of the Source engine... :roll: in there it cost less memory :) and in Source vertex-animation requires more memory.. but less CPU :)

Anyone's got some questions for the long post? :lol:

Posted: Wed Apr 11, 2007 5:14 am
by MasterYoda91
Image
I have enveloped it, most of the parts of this are quite simple, not too many polys hopefully. I only have 3 bones: front leg and each wing. I have removed envelopes from all the parts i dont want to move is this OK.

Also i have retextured it now:
Image

Posted: Wed Apr 11, 2007 5:38 am
by Qdin
that texture looks better :D definately an improvement :wink:

What's with the Nurbs..? :?

MasterYoda, what's the next step..? :) :wink:

Posted: Wed Apr 11, 2007 6:11 am
by MasterYoda91
NURBS??? :?:
I have now done the hardpoints and im animating it now. At the moment im having problems with a wing bending when i try to rotate.

Posted: Wed Apr 11, 2007 7:00 am
by MasterYoda91
Ok, but what are NURBs, i didnt know there were any in my model?

Posted: Wed Apr 11, 2007 7:10 am
by MasterYoda91
Noooo! I just realised the ship is backwards in XSI, Ive enveloped and animated now, theres no way to rotate it! :shock:

Posted: Wed Apr 11, 2007 7:55 am
by Darth_Z13
How are you getting it into your level? If you're placing the vehicle rotate it in Zeroeditor and if you're spawning it with a vehicle spawn, rotate the spawn. :)

Posted: Wed Apr 11, 2007 8:37 am
by Penguin
Use the Image button MasterYoda91

Posted: Wed Apr 11, 2007 11:22 am
by MasterYoda91
Oh, sorry about that double post. :oops:

If i rotate it in ZE wont it still fly backwards?

Posted: Wed Apr 11, 2007 1:03 pm
by Qdin
you confuse me xD

And I asked about the Nurbs because I think it looks like you've built it pon Nurbs... Might jsut be me xD

Nurbs is basically the same as any other mesh, but it's calculated in curves... which makes it round even if there's barely any polygons :) I hate Nurbs, though <.<