Want a video tut?
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- minilogoguy18
- Master Bounty Hunter

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Want a video tut?
well for a lil while ive had a really good PC that i bought not long ago and i seem to be able to easily record the desktop with softimage running and have audio recorded into it so does anyone want a video tut? depending on the depth of it and such will depend on when i get the time to do it but just throw stuff out and ill see what i can do.
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Aussie_Irishman
RE: Want a video tut?
ooo yes please....i definitely learn better by watching someone else do things first...i've got XSI 4.2, so if u can just make a vid tutorial like how to make a basic wall/building or whatever, that would be awesome....
AJay
AJay
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yoyam
RE: Want a video tut?
hey mini any chance you can make a tut on how to animate an object, I know the basics about animation in XSI (animation clouds and basic particle effects) but im not so clear on the recording process and how to actually proceedurally animate something. The most I can make is a a polymesh that emits particles and moves around a little. If you could make a video showing how to animate and opening door or something along those lines I would be very much obliged 
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Adreniline
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DooFi
RE: Want a video tut?
you can get video tuts on modeling with XSI everywhere... better make a tut about making vehicles ready for SWBF^^ like adding the right nulls and stuff you need, dunno anything about that atm, so I likely talk crap xD
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yoyam
RE: Want a video tut?
thats easy, making vehicles BFII ready only requires placing a null where you want the driver's seat, laser, gun, ect. and giving it the corresponding name from the .odf. I dont think you need an XSI tut, you more likely need an odf tut. If you're interested Doofi I could write you up a step by step easy.
- minilogoguy18
- Master Bounty Hunter

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RE: Want a video tut?
well i could probably do the animation tut since i have an atpt that im about to start animating but thats a walker so i dunno if thats what your lookin for or not. the modeling tut on the other hand is what doofi said, you could find something on simple modeling like that on the net or spend 5 mins of your time just messing with the polygon editing tools.
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yoyam
RE: Want a video tut?
sweet thanx looking forward to it mini
I can probably figure out what I need to do from your work with the atpt.
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DooFi
Re: RE: Want a video tut?
oh, thats nice lol In this case all I'd need is an example-model and an example-*.odf hehe. I believe i can find them in the modtools directory, huh? Thanks mateyoyam wrote:thats easy, making vehicles BFII ready only requires placing a null where you want the driver's seat, laser, gun, ect. and giving it the corresponding name from the .odf. I dont think you need an XSI tut, you more likely need an odf tut. If you're interested Doofi I could write you up a step by step easy.
and btw... 3dbuzz has animation and modeling tuts f0r fr33 and perfectly compressed^^
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yoyam
RE: Re: RE: Want a video tut?
thanx ill check that out.
btw if you hit any snags w/ ur vehicle ill be happy to help, good luck and dont forget to save the odf as a different file when your done modding you dont wanna destroy any of your stock odfs
btw if you hit any snags w/ ur vehicle ill be happy to help, good luck and dont forget to save the odf as a different file when your done modding you dont wanna destroy any of your stock odfs
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RC-1290
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Qdin
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- minilogoguy18
- Master Bounty Hunter

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ive never put them in game but according to psych0fred it was right and besides, just cause its a walker doesnt make it any different of a setup, Vyse did what i told him to do and he got a player model animation working, i told him all he had to do was make an animation that had the same name as the one he wanted it to replace and it worked.
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Qdin
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wait - isn't that logical?
There goes that honor
lol
but we all know there are differences in looks/sounds right and that it actually IS right.
Care to test it out? I've seen more than a few animations which are at some walkers and aren't at others.
I'd more appreciate a tutorial which shows us how the animations should actually look like: for instance left_to_right and left_to_idle etc.
but we all know there are differences in looks/sounds right and that it actually IS right.
Care to test it out? I've seen more than a few animations which are at some walkers and aren't at others.
I'd more appreciate a tutorial which shows us how the animations should actually look like: for instance left_to_right and left_to_idle etc.
- minilogoguy18
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