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nteragadev

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Everything posted by nteragadev

  1. So you can watch looped sequences you've extracted and be sure they are seamless instead of having to load a game to check.
  2. Okay, When I export it only exports the currently selected action (and it works fine in LE). When I choose "all actions", all animations export, but the animations are distorted horribly, bones in all the wrong positions, mesh pinched in weird ways. But it's the only time all actions are exported.
  3. Thanks! Here's hoping spec color functionality is in the next few updates.
  4. I am curious about the "export specular color" option. When I tried to use it I got a nice stack of errors and no export. Leadworks, while it has a spec color picker, doesn't actually seem to support material spec colors (which is sad cause I could totally use it). So what am I missing?
  5. That's what I needed to know. Thank you. Now to learn how to use the action editor.
  6. Do I need to export each animation separately or is there a way to differentiate each animation along the timeline so leadwerks splits them up into separate sequences?
  7. I prefer the 45 degree angle setup as it's easier to preserve your artistic intentions. Most games I crack open with art I like use the 45 pose for the arms. It makes it easier to predict your character silhouette and it limits shoulder distortion. Bethesda used the t-pose until skyrim where they switched to the 45 arm angle pose. Dishonored uses a 45 arm angle pose. Whatever pose you use there will have to be weight paint tweaking. So, as an artist, I vote 45 degree arm pose. Any chance we can get a blender or 3ds file of the rig?
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