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Messages - nuclear_winter

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31
Game announcements / Re: El Padrastro - Demo
« on: August 11, 2005, 04:17:16 PM »
The humour is good (the texts)!!!

I installed it and then cut/pasted it in my games dir ;) it works.

32
Game announcements / Re: El Padrastro - Demo
« on: August 11, 2005, 02:16:38 PM »
Que bien, aventura en español !!!
Ahora estoy bajando, estoy loco por meterle mano  ;D Los graficos se ven muy bien, lo que hace falta es que le pongan voces en español.


33
Feature requests, suggestions / Re: 3d models format
« on: July 18, 2005, 04:53:15 PM »
Even that isn't safe. There are multiple "flavors" of X format so not all packages export the same thing.
Yeah, i've had some problems exporting/importing x as well.

34
Technical forum / Re: 3d Newbie question
« on: July 17, 2005, 08:56:27 AM »
alelink, I'm glad that you could use CFX and that you're satisfied with it.

35
Feature requests, suggestions / Re: 3d models format
« on: July 10, 2005, 12:14:16 PM »
While weighted bones add a lot to the animations, very good results can be achieved without them with careful bone placing and vertex assignment.

36
Feature requests, suggestions / sega | animanium for $99
« on: July 10, 2005, 11:31:09 AM »
If you're a MAYA user you can find the software below extremely usefull.

Sega | Animanium is a revolutionary standalone application designed to help you in creating amazing character animation with an intuitive interface and powerful IK system. This IK system can be used as a companion product to the major animation/3D tools in the market place. Currently, it can manipulate bone data from 3DS Max, Maya, XSI, Lightwave and most recently, Character Studio. The powerful IK system allows virtual motion capture, which eliminates expensive physical motion capture process. This means significant reduction of out-of-pocket and labor cost. In addition, this self-contained IK system cuts most of the rigging and bone creation required in the traditional process. Depends on the project, Animanium will more than pay for itself in cost and production time. Think of Animanium as virtual motion capture system for animators...

Designed by some of Sega's premiere developers, Animanium represents a quantum leap in character animation, for two-legged, four-legged or multipedal characters. It was even recognized and awarded the prestigious Technological Innovation Award at 3D Festival in Coppenhagen in 2003.

Using an advanced IK system and providing for features that represent marionette rod controls, animators now have the ability to create the animations they've always wanted through a traditional and easy-to-understand 2D pose-to-pose workflow.

http://www.animanium.com/

Animanium is used in Billy Hatcher and the Giant Egg and Virtual-ON





CLICK THE IMAGES BELOW FOR VIDEOS




37
Feature requests, suggestions / Re: 3d models format
« on: July 10, 2005, 11:25:33 AM »
Keep in mind that these are $20 softwares, so dont expect 3DSMAX or MAYA features ;)



Character FX has IK, joint limits, etc, but this software is dead for more than a year or 2, its good for the price ($20) and for the fact that it imports and exports MS3D ASCII perfectly. Check it out here: CFX



Some good Character-FX tutorials by Psionic can be found here and here.




  • Create skeletons with up to 254 bones.
  • Graphical keyframe editor that allows you to copy, paste and delete keyframes with ease.
  • Animate your character using Inverse Kinematics.
  • Support for up to 4 weighting values per vertex.



FragMOTION is constantly being updated and the developer is a cool guy always open to suggestions.

Fragmotion is $20, imports and exports perfectly MS3D, GS MDL (bones and vertex animations), check it out here.

CAUTION: Both CFX and FragMOTION support weighted vertices, but MS3D does not, so you're warned not to spend crazy ammounts of time tuning your deformable skin just to find out later that you can do nothing with it and most probably you'll have to reanimate the model from scratch.

38
Feature requests, suggestions / Re: 3d models format
« on: July 10, 2005, 02:16:22 AM »
You can animate in Character FX or FragMOTION, both use IK, and export to MS3D. It works well and it's a cheap option.

39
Technical forum / Re: 3D BGR questions, a couple of them.
« on: June 24, 2005, 12:20:50 AM »
Well, so now we're officially the "mid aged loser indie game devvers club" ::rock

40
General Discussion / Re: Happy Birthday, Mnemonic!
« on: June 23, 2005, 02:04:55 PM »
Happy Birthday!!! Dont worry 30 only sounds bad but deep within its the same as 15  ::beer

41
Technical forum / Re: 3D BGR questions, a couple of them.
« on: June 22, 2005, 10:18:24 AM »
I'm at the same age and I managed to use it now after all. Just be open-minded.Р’В  8) For scene geometry, you don't have to learn too much anyway.Р’В  ;)

That gives me hope, 10X man  ;D

SO it wouldnt be too hard for me to follow this order for scene geometry:
- model in my fav app (SILO)
- get the model in blender to set the camera and lights (save one simple copy for the colission mesh and another for the render)
- then texture it (UU3D, Photoshop, Vue)

Hmm, i wander if opening and resaving the 3DS file (in SILO, UU3D, etc.) after i have placed the camera in blender, would break the camera?

Thanx again

42
Technical forum / Re: 3D BGR questions, a couple of them.
« on: June 22, 2005, 09:57:08 AM »
I know OB, but i'm trying to avoid Blender, you might be used to it, but with my 30 year old brain, i just find it too complex... but, well, if there isnt any simpler way, i'll give it a shot. :(

10X M8!

43
Technical forum / Re: 3D BGR questions, a couple of them.
« on: June 22, 2005, 08:48:52 AM »
Well, I guess it *would* be possible. What would we need?

- two cubes to represent camera and its target + we'd need to specify FOV externally (already possible in SceneEdit)
- one cube for omni light + externally specified color (and possibly range, but it's not used at the moment)
- two cubes for a spotlight and its target + color

Hi again, i didnt want to bother with my request, so i layed low for a while :) but here i am again.
Is there already a possible solution to this in the latest update?
has someone come with an alternative solution to 3DS MAX for exporting cameras and lights in the 3DS file (maybe a cheaper software)?

I have tried using Vue'd Esprit, to do my BGR renders there, but it cant export the camera settings in the 3DS files, only the geometry :-[

Sorry again for taking your time Mnemonic, but i'm really interested in using WME!

44
The interface is a little weird at first, but its a really solid tool!

45
Technical forum / Re: lights
« on: January 14, 2005, 09:13:46 PM »
Hi Mnemonic,
have you seen Alone in the Dark 4?
In that game the backgrounds are prerendered, but the character can light everything around him with a flashlight (like Silent Hill), the effect looks amazing. I dont actually know how it's done, but my suppositions are that there are 2 prerendered backgrounds, one dark and one completely lighted (with smartly placed shadows). What the flashlight does is (just supposing here) have an invisible object attached, which when colliding with the hidden 3D geometry sets a portion of the top image tansparent... here are some shots (remember this game is old and was out even on PS1, so there are no DX9 shaders or anything)







you can get a demo here http://gr.bolt.com/download/pc/adventure/alone_in_the_dark.htm

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