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Messages - Jyujinkai

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286
Technical forum / Re: exporting character files
« on: November 21, 2007, 01:52:34 AM »
I use .X and have not had many problems with it using the panda export.

Biped should export fine.

Remeber that the orientation of the original mesh in world space effects the export in panda (i have no idea about that other one you mentioned)

Before you export and rig.. make sure that the mesh is zero'd out at "0.0.0" This mean putting a reset xform and collapsing the stack. there should be no transform values on the mesh of any kind. Everything should be 0,0,0

The orientation of the mesh effects it export. You need to get the model in Max so that in the FRONT viewport you see the front of the object. The mesh will always appear lying down if you do not tick the box in export options. This is mentioned in the wikki have another look. This tick box sometimes turns off so remember to tick it ON, OFF, ON not just see it is ticked and continue or tick it once.

the xporter will try to export everything as png... why not help it along and make or your images png to start with.

image size should not affect the export.. but i have no idea why you would use a image that large for a character.

287
Technical forum / Re: Transition between animation channels
« on: November 19, 2007, 09:52:19 PM »
no

288
Technical forum / Re: Trouble with 3D actor turning animations
« on: November 19, 2007, 11:59:35 AM »
I found that a turning animation all you need is a slight leg/foot "shuffle", on the spot.

289
General Discussion / Back from holiday!!!
« on: November 14, 2007, 11:49:19 PM »
I am back from holiday and will restart the hobby project this weekend... ... I'll try not to spam the board with questions :P no promises though!!

290
Done / Re: Get Screen X and Y of an Actors Bone position or Attachments
« on: November 09, 2007, 07:50:02 PM »
i would like to know this as well

291
Technical forum / Re: A little video help please
« on: November 09, 2007, 12:32:33 PM »
i have a load of similar things with transitions from player screen to full motion video seamlessly to play scene again. I did it the same way as mnem's suggestion. The fullscreen transition is started in the new scene. I have a single sprite that is the first frame of the video full screen then the full screen vidoe plays after a short sleep so it is not trying to play during the fade in. Then sprite is turned off, so when the full screen video is over the proper background that matches the end frame of the video is visable and now the player can interact.

292
Won't implement / Re: Complex Sprite 3D textures
« on: November 03, 2007, 08:58:58 AM »
can't you swap textures already on a 3d model.. or is that only when the model loads? 3dactor.SetTexture ??

293
Technical forum / Re: WME docs improvement suggestions
« on: October 28, 2007, 09:16:55 PM »
while we are at it I think the step by step couls also include some more talk about items and conversations.

294
Technical forum / Re: Help! "PlayVideo" Problems.
« on: October 24, 2007, 03:04:37 PM »
theora uses multis of 16 i think it is so... make sure you image dimensions are x16, that way the exporter will not scale the video at all.

295
Technical forum / Re: blender export animations
« on: October 23, 2007, 09:30:43 PM »
ahh I'm just kidding around... it is very generous of you... plus i get to see if it is true about HL2.. that they can't even give it away

296
General Discussion / Re: Next version of wme..beeing curious
« on: October 23, 2007, 04:41:27 PM »
animation controls on 3D objects... like reverse and ping pong.
3D entities / sprites etc (instead of using an actor3d)
HLS Shader Support
Multi platform compiling (mac, ps3, 360)

man the wish list could go forever.... do all or none.. we all appreciate everything you do do.


297
General Discussion / Re: Half-Life 2 giveaway
« on: October 23, 2007, 04:38:32 PM »
HL2!!! come on offer a decent game :P

298
Technical forum / Re: Triggering a in game cut scene
« on: October 23, 2007, 03:15:40 PM »
yea.. sorry that is what i meant Syc.. thanks for being more clear....

inshort.. do not put = anything in your ent.

299
Technical forum / Re: has anyone exported a animated mesh without bones.
« on: October 23, 2007, 08:17:32 AM »
If you are using max you can make a bone chain, use the bend modifier on all the bones then bake the animation into th bones and then export... this will allow you to use bend and other modifiers in the .X file.

300
Technical forum / Re: Help! "PlayVideo" Problems.
« on: October 23, 2007, 08:15:33 AM »
make sure your video dose not have compressed audio. AVI playback dose nto support compressed audio..... It is a very good idea to make a OGG file out of your video WME supports these formates a lot better.

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