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Author Topic: 3D characters discussion  (Read 43945 times)

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Mnemonic

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Re: 3D characters discussion
« Reply #30 on: July 05, 2005, 09:23:38 AM »

Hello,
I've tryed the 3d character demo and
the actor, when walk through the screen seems to come "transparent",
more on lighten areas of the background.

it's a my problem or is know yet?
No, I don't think it's a known problem. Could you take a screenshot, please? Also, what video card are you using?
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alelink

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Re: 3D characters discussion
« Reply #31 on: July 05, 2005, 01:46:35 PM »

Hi,
I've a GeforceFX 5200 and (it's not only a MY impression) yes, I can see the crates through Trinity!
I'll try to make a screen shot and I will send to you.

thanks!

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alelink

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Re: 3D characters discussion
« Reply #32 on: July 05, 2005, 11:40:04 PM »

Hello!
I've tryed to take a shot,
but in the varius shoots I've taken, the strange transparency effect
does'nt appear.


Mayb it's a problem with my confguration.

thanks anyway!
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2d junkie

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Re: 3D characters discussion
« Reply #33 on: August 17, 2005, 04:06:17 PM »

i just tryed the 32 demo worked just sweet for me ATI x800 pro  ::rock
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guest

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Re: 3D characters discussion
« Reply #34 on: September 03, 2005, 06:32:58 PM »


may I suggest reading this what I posted here:

http://forum.dead-code.org/index.php?topic=1018.15

I may help with testing, , conversions, packages, samples, etc...with x(preferently) or md5 format.
Though I may first guess how's that of comercial games.

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gfxmachine

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Re: 3D characters discussion
« Reply #35 on: September 03, 2005, 06:46:23 PM »

Well, now I'm registered. Wow, was it fast.

Well, I'm same than guest above and the linked thread one. A gfx maker, crazy old person. ;)


edit: Also here: http://forum.dead-code.org/index.php?topic=1018.msg8129#msg8129


And here:  http://forum.dead-code.org/index.php?topic=976.0
« Last Edit: September 03, 2005, 06:51:12 PM by gfxmachine »
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Nervozix

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Re: 3D characters discussion
« Reply #36 on: April 25, 2006, 10:34:01 PM »

New member here, I'm a 3dsmax and Biped user....now as I see it things don't look great for me. Wintermute does NOT support weighted verts right? Weighted verts give characters a very natural and fleshy feel when animated, you should try and implement this as soon as possible I think. Besides, animating in milkshape is a real pain and I really prefer biped/3dsmax. Let’s say I have a model, rigged an animated in max with biped…is there any way of getting that certain character in the engine?

http://img487.imageshack.us/img487/2143/hunter0kv.jpg think of something like that....
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Mnemonic

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Re: 3D characters discussion
« Reply #37 on: April 25, 2006, 10:40:43 PM »

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Nervozix

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Re: 3D characters discussion
« Reply #38 on: April 25, 2006, 11:05:21 PM »

 ;)Thanks a lot...sorry for not searching the forum more..
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Malasieno

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Re: 3D characters discussion
« Reply #39 on: May 06, 2006, 01:39:24 PM »

As a Lightwave 3D animator i have to ask if the .X format, or any other 3D format chosen, could support morphing of the meshes.
It is an important and crucial thing that makes possible to do facial expressions, talking phoneme, and those animations of the mesh that could be very hard or look innatural done with bones.

Obviously this is the same for who works with XSI, Maya, 3dsMAX, Cinema4D or even blender.

what do you think about?
« Last Edit: May 06, 2006, 01:41:36 PM by Malasieno »
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Mnemonic

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Re: 3D characters discussion
« Reply #40 on: May 06, 2006, 02:49:11 PM »

Unfortunately not. You'll have to rely on bones.
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Malasieno

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Re: 3D characters discussion
« Reply #41 on: May 07, 2006, 02:58:31 PM »

But this depends to the .X format or it's the choice you have made for WME?

I understand that WME is a 2d adventure game engine, and to have 3D characters it's a gift that costs addictional work to you, but i believe IMHO it would be great to have inside an adventure game a full 3D animated character.
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Mnemonic

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Re: 3D characters discussion
« Reply #42 on: May 08, 2006, 11:38:03 AM »

The format doesn't support this. Or, to be more exact, AFAIK there's no standard for storing such data in an .X file (because generally speaking one can store just about anything in an X file, IF the exporter supports that). I don't know of any other non-proprietary format capable of storing mesh morphing information.
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Skipjack

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Re: 3D characters discussion
« Reply #43 on: May 23, 2006, 05:20:01 PM »

Hmm, if this was in response to the question whether morphs can be stored in an object- format, then I want to admit that LightWaves object- format is capable of storing morphs. It is a pretty nice format too (iff) which means you can add new chunks with extra info and still mentain the format readable by other apps...
CU
Skipjack
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Malasieno

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Re: 3D characters discussion
« Reply #44 on: May 24, 2006, 03:43:01 AM »

Lightwave object format (LWO) and Lightwave Scene format (LWS) seems to be open to public use. In the Newtek site it's very well documented.  If i remember corretly it was directly used in Half Life or Doom 3 and at present time it is the native format of an external modeler tool not pruduced by newtek called Modo.
« Last Edit: May 24, 2006, 03:45:15 AM by Malasieno »
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