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Newcomers Q

Posted: 26 Mar 2014, 16:18
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 !

Re: Newcomers Q

Posted: 26 Mar 2014, 16:31
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 <<

Re: Newcomers Q

Posted: 26 Mar 2014, 16:33
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

Re: Newcomers Q

Posted: 12 Apr 2014, 17:22
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?

Re: Newcomers Q

Posted: 13 Apr 2014, 01:56
by zwzsg
Spring doesn't support mesh deformation, only solid pieces.

Re: Newcomers Q

Posted: 13 Apr 2014, 03:10
by Anarchid
... which means you cannot use Armatures (bones) altogether.

However you can make and export animations that directly affect object transforms.

Re: Newcomers Q

Posted: 04 Jun 2014, 13:03
by otosgusti
THANKS

Re: Newcomers Q

Posted: 04 Jun 2014, 15:14
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..

Re: Newcomers Q

Posted: 04 Jun 2014, 16:46
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

Re: Newcomers Q

Posted: 04 Jun 2014, 19:35
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.

Re: Newcomers Q

Posted: 04 Jun 2014, 20:17
by FLOZi
We could at best hit every game frame (30Hz) which would not be terribly smooth in terms of visual frames.

Re: Newcomers Q

Posted: 05 Jun 2014, 09:21
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