Newcomers Q

Newcomers Q

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asuma155
Posts: 2
Joined: 26 Mar 2014, 16:11

Newcomers Q

Post by asuma155 »

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 !
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Newcomers Q

Post by smoth »

asuma155 wrote:Hello guys
we're newcomers and we have some stupi* questions
1)can we use Zbrush to make models for our project?
http://springrts.com/wiki/3DModels:Textures
yes after you export them
asuma155 wrote:2)can we use some kind of maya,3ds max to make animation?.if can how we add them to Spring
Thanks !
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 <<
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Newcomers Q

Post by SinbadEV »

asuma155 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) Don't see why not, as long as you can export a multi-part mesh and UVMap as a texture
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
asuma155
Posts: 2
Joined: 26 Mar 2014, 16:11

Re: Newcomers Q

Post by asuma155 »

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?
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Newcomers Q

Post by zwzsg »

Spring doesn't support mesh deformation, only solid pieces.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Newcomers Q

Post by Anarchid »

... which means you cannot use Armatures (bones) altogether.

However you can make and export animations that directly affect object transforms.
otosgusti
Posts: 1
Joined: 07 May 2014, 03:23

Re: Newcomers Q

Post by otosgusti »

THANKS
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Newcomers Q

Post by PicassoCT »

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..
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: Newcomers Q

Post by Anarchid »

basically you store the same piece in diffrent deformationstages in the model..
1) store deformation stages as individual pieces
2) ???
3) lua it
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SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Re: Newcomers Q

Post by SinbadEV »

Anarchid wrote:
basically you store the same piece in diffrent deformationstages in the model..
1) store deformation stages as individual pieces
2) ???
3) lua it
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.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: Newcomers Q

Post by FLOZi »

We could at best hit every game frame (30Hz) which would not be terribly smooth in terms of visual frames.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: Newcomers Q

Post by PicassoCT »

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
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