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YouGroove

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Everything posted by YouGroove

  1. You didn't tried Crysis engine ? i'm just kidding I don't ask you what engines you want to use or not, you could use Esenthel, Shiva , Irrlicht any other else, i don't care. Each people can use what he wants, there is no problem, but we are in LE3 forums and you stated FBX don't import well in LE3 , what is totally false (Blender exported your model to fbx just and LE3 successfully imported it with no problem). Ok, because BHV files are not animation with character staying at center position, so i was curious seeing your animation Let me know if something is not working, i'll find time to test and explain you if needed.
  2. That's weird, Xbox controller that is the more used in PC gaming that is not supported while Steam controller that is not popular is implemented in LE3
  3. No LE3 imports FBX without problem, this is something standard on other 3D engines today. I import models and animated ones from Blender and i never use the plugin just Blender FBX export. You have some problem like Blender version, LE3 installation or another one. BTW, do you know a good site for BHV files ? (i animate myself, but using BHV i can surely work lot more faster and tweak animations to suit my needs) You used Blender Tools to retarget animations right ?
  4. @macklebee : Take it easy, Imchasingyou is not so wrong when it comes to bigger content projects, or when you try some models but won't use them in the end. And publishing is some of the core functionnalities of the editor. @Ma-shell: This is why i always use public Lua variable to laod models or prefabs (drag and drop model on panel script). But it would possible having the exporter to scan all Load commands on Lua and C++ code and make a list of all used items by code also. @Rick : You mean content from the FPS game ? What i do : Make my own folders like i done for the shoot em up kit : -> Root folder of LE3 project -> MyNewGame -> models -> scripts .... This way i keep clean my project content and independent from any LE3 update What i missing is the delete of original ressources, if you delete a .tx or .mdl , the original Tga or Fbx are not deleted unfortunatelly.
  5. It is not supported today ,perhaps it will come this year in LE3.
  6. No the engine, supports FBX, but many things in animation are specific and not all are "standard" FBX , as LE3 supports standard FBX, and not addons such Regiffy plugin or Blendshapes. It's also up to you to dig Blender a bit more to avoid to be stuck I think you just didn't applied the good shader to some parts of the model. Just choose a material using animated shader and drop it on the hands of the character and that should fix it, because your character is composed of multiple sub objects. ------------------------------------- Here is how i done to have it working fine. The controls are just visual shapes on top of skeletal mesh If you want you can delete the visual controls and you'll have standard bones displyaing instead, this don't change anything on animation I exported from Blender to FBX 6.3 and imported in LE3 and put animated shader material on all sub objects and it just works. You model is composed of several objects : -Check your materials usea shader from "model/animated" folder -Drop animated materials on each object composing your character in the model editor To export : Select all character parts and join them , this can help Select both character and green skeleton controls object , then choose Export -> FBX 6.3 ASCII Use same settings as below The thread should be move to "Game Art" because there is no bug.
  7. This could work as title game, but it's really a wip title i picked up, if the game progresses far enoutgh it will change with other ideas i have.
  8. That's weird, because all objects and textures used are simply listed in the ".map" file. When the project is exported it would have just to export stuff that is listed in the map.
  9. Thanks Aggror. My topology is in fact very simple and classic , you just follow curves. It's wip title.
  10. Free version has some limitations and only exports Low Quality models and have a limited set to choose from, but it can be really usefull for lot of LE3 users. Some example of use : https://skele.userecho.com/topic/499782-experience-on-making-fps-animation/ I prefer MakeHuman that is standalone not a service , and it is fast , because you can rework the medium res model under Zbrush to make a very custom character before retopo to the polycount you need. Generators are good for non 3D artists, but without clothing and head modeling customisation it results in very generic characters without style or personality.
  11. I didn't target realistic but minimal animation : But it's very interesting, and i'll try it as it can save lot of time when animating. Thanks. There is another very good and complete rigging tutorial for Blender new comers :
  12. Lessons of the day if you plan to animate clothes : - keep clothes model separate from character for rigging - don't use thin clothes with volume otherwise you'll have many problems animating with vertex going throught planes , just use one side planes for clothes with double side rendering (if you need a visible thin border , just extrude the bottom lower ring faces) - use IK for all chain of bones used on clothes , so animating will be ver easy and fast If someone would integrate Physix or Bullet clothes in LE3 in some future i would be happy to be the first tester
  13. Sprites are hard to select in 3D or 2D views, it would help to have them selected by clicking a radius around their center.
  14. Will it be some big lines resume for people not participating ? Or main points have already been discussed ?
  15. Blender is really powerfull and fast , for rigging you have two usefull things : - Mirror : SHIFT+E = Extrude a new bone mirrored, so any modification you make on one will be made on the mirrored in edit mode, i got armature complete in some 30 mins because i just worked on one half side only. - Automatic Weights: When you apply armature on the character weights can be placed by Blender automatically, if you have placed the bones carefully, you don't even need to correct the weights of bones. This is why creating armature is something to do carefully and not rush it up. I made some belt and added bones for animating it, the solution is using IK or it would take ages to tweak each bone indiviually. So you just move the last bone of the chain and the belt deforms smoothly. I just wish LE3 to support cloth system some day , so animations would look lot more natural and would follow real time physics. And the character with full clothes bones and IK
  16. It happens when you run your game and it's some LE3 limitation. The best thing to do is to backup manually your project each time you done some significative progress.
  17. It's a very old thing, i thaught it was something with the system or not possible to correct. If it's just changing the icon it will make things more clear and less strange.
  18. Hi, You should start learning Lua basic examples in LE3 , C++ is more complicated if you never used it. For Blender : http://www.leadwerks.com/werkspace/topic/9165-blender-tutorial-links/page__hl__blender+tutorial For textures i recommend you to start with CGTextures.com using ready to use tileable ones, than extract normal map and spec map using some tool like CrayBump or Bitmap2Material.
  19. It is some Jostick support possible in Lua with LE3 ? No matter what is the library used, does someone know a working solution for common Xbox 360 joystick plugged onto PC ?
  20. It seems perhasp some clearing memory problem or something remaining in memory somewhere ? Thanks for your test, this is very valuable informations , that can help fixing and improving LE3
  21. Yes, i used MakeHuman to quickly have a base character, imported in Zbrush, than i modified it's shape. After that i created all clothes and boots in Zbrush using tools mainly like : extract, move, inflat, slice with delete hidden geo, pinch, flatten. For retopology i decimate in Zbrush the model to 50% or more depending on density and i export it as Obj before importing it in 3D Coat and doing the retopo with tools like like lines, and quads (2 clicks, paralelloid). Once it's done i export the low poly retopo as Obj and finally i import in Xnormal tool the original high poly with a low decimation like 30% this time and the low poly retopo; finally you just have to press the bake button. To make it easy in retopo i had worked with two different models , that i combined in Blender for the final model, each part using a material with 2048*2048 textures. Beware on the decimation, as decimating too much the high poly for baking you will loose many details some time, for example the character looks more detailled in Zbrush But tou can bring back details by simply paiting on the normal map on the final low poly model. The wip model in 3D coat with PRB (the eyes and the hair will be another object and material) This will be a TPS so this will be the main view of the character.
  22. You need to learn Lua and LE3 basics perhaps.
  23. 1 ) You must create a material and assing it to your character 2 ) On the material, when you choose a shader you must pick up one from the folder named "Animated" I hope it helps.
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