Newcomers Q
Moderators: MR.D, Moderators
Newcomers Q
Hello guys
we're newcomers and we have some stupi* questions
1)can we use Zbrush to make models for our project?
2)can we use some kind of maya,3ds max to make animation?.if can how we add them to Spring
Thanks !
we're newcomers and we have some stupi* questions
1)can we use Zbrush to make models for our project?
2)can we use some kind of maya,3ds max to make animation?.if can how we add them to Spring
Thanks !
Re: Newcomers Q
http://springrts.com/wiki/3DModels:Texturesasuma155 wrote:Hello guys
we're newcomers and we have some stupi* questions
1)can we use Zbrush to make models for our project?
yes after you export them
the only animation export script we currently have is for blender. I am unsure of it's development status but you can read about it >> here <<asuma155 wrote:2)can we use some kind of maya,3ds max to make animation?.if can how we add them to Spring
Thanks !
Re: Newcomers Q
1) Don't see why not, as long as you can export a multi-part mesh and UVMap as a textureasuma155 wrote:Hello guys
we're newcomers and we have some stupi* questions
1)can we use Zbrush to make models for our project?
2)can we use some kind of maya,3ds max to make animation?.if can how we add them to Spring
Thanks !
1) Spring Animation is per-piece movement controlled by Lua (no mesh deformation, only rotation and translation)... there's a keyframe based animation export plugin for Blender but it still requires you to tie the animations together in Lua
Re: Newcomers Q
Thanks guys for replies
We're sorry because of our courses
And by Blender you mean that we have to seperate each parts of the models even we make bone for them in Blender?
We're sorry because of our courses
And by Blender you mean that we have to seperate each parts of the models even we make bone for them in Blender?
Re: Newcomers Q
Spring doesn't support mesh deformation, only solid pieces.
Re: Newcomers Q
... which means you cannot use Armatures (bones) altogether.
However you can make and export animations that directly affect object transforms.
However you can make and export animations that directly affect object transforms.
Re: Newcomers Q
wish we at least had piece to piece transformation..
basically you store the same piece in diffrent deformationstages in the model..
then morph back and forth between..
basically you store the same piece in diffrent deformationstages in the model..
then morph back and forth between..
Re: Newcomers Q
1) store deformation stages as individual piecesbasically you store the same piece in diffrent deformationstages in the model..
2) ???
3) lua it
Re: Newcomers Q
The part we can't do is the "morph between"... you could definitely swap pieces out to do transformations, it just wouldn't be smooth unless you had enough to hit every frame... so it would work in some cases but for something fluid bird-like wing-flapping or snake-like undulation not so much.Anarchid wrote:1) store deformation stages as individual piecesbasically you store the same piece in diffrent deformationstages in the model..
2) ???
3) lua it
Re: Newcomers Q
We could at best hit every game frame (30Hz) which would not be terribly smooth in terms of visual frames.
Re: Newcomers Q
That wasnt what i ment.
I actually con-templated the idea of a glsl-shadder piece that would take two unitpieces and by some float, transforms the one piece into another..
It wouldnt demand a rewrite of the whole system and would allow for example for breathing animation...
Basically mesh deformation - but only per piece
I actually con-templated the idea of a glsl-shadder piece that would take two unitpieces and by some float, transforms the one piece into another..
It wouldnt demand a rewrite of the whole system and would allow for example for breathing animation...
Basically mesh deformation - but only per piece