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Masterxilo

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Everything posted by Masterxilo

  1. OK, thanks so far. Is there a tool (le specific) available to extract animations from the meshes then? Because with the methods you both described, I'd end up having multiple fully working/standalone meshes (IdleAnimMesh.gmf, WalkAnimMesh.gmf, RunAnimMesh.gmf etc.), containing everything geometry, bone/skinning and animation data. This is not what I'd want to save storage (by using the same animations on multiple models) and use the new animation system how it's intended. Basically the second (le specific) part of my question(s) is not yet answered:
  2. I know how to animate things in 3ds max, and I know I could do one 1000 frames animation where I put all my character's animations. Like frame 0-99: walking frame 100-199: running etc. But I'm sure there must be better ways to do this. Can you create multiple seperate animation sequences in max (in the same file) and export only one at a time? If so, can someone tell me how? If not, can you create and rig the base mesh in one max file, then create the animations in seperate files BUT make it keep the base mesh as a reference? So that, when I change something on the base mesh (move some vertices, correct uv mapping and so on) the mesh will be updated in the other files? The files might be named like BaseMesh.max Walk.max Run.max Idle.max and I'd like to be able to edit the mesh in BaseMesh without having to do all the animations from scratch. How do YOU do this kind of things? --- And last but not least an LE specific question: the (more or less new) animation system handles animations in seperate files. How do you extract these from: 1. One file with multiple/all animations with known frame ranges for the different poses. Can you put frames 0-100 of a mesh's animation in walk.anim, and put frames 100-... in ... 2. Multiple files (I guess that works the same way as extracting one animation from one file ("Walk.gmf -> walk.anim"), but how does that work?) And how similar do skeletons using the same animations have to be? Exactly the same? Or just the same amount of bones connected (and named) the same way? And how do you remove all animations from a mesh (they're not needed in the gmf anymore since they were extraced)? Thanks in advance.
  3. Who said that? What about the bugs in 2.28?
  4. I really don't know where it came from... But it must be one of these two. Try right clicking some images, maybe you already have it (if you do, there should be a "Convert to file format..." entry). Maybe it's also the nvidia dds thumbnail viewer that adds this.
  5. That one made me smile, but of course it's still useful for example for converting uncompressed images to compressed ones or to create mip maps etc. This has always been the case with windows. You can't drag an infinite amount of files on an executable. The command line has a limited length. Most batch converting programs work like this because of that: they ask the os which files are currently selected in the active file browser window and convert these. This is for sure a good program, but I personally won't use it since the nvidia dds tools (or was it the directx sdk?) allows me to just select some images, right click, select "Convert to file format..." and then these get converted. (Though it only supports the file formats DirectX does)
  6. ... fw.Render(); SetBlend(BLEND_ALPHA); DrawImage(testImage, 200, 200, 320, 200); SetBlend(BLEND_NONE); Flip(0); ...
  7. ah, I thought there were some le tech demos I might have missed
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