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Arcturus

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Everything posted by Arcturus

  1. It's not irrelevant that the man who won not only didn't get half of all votes, but got less votes than the opponent. He should be reminded of it every time he comes up with a stupid idea.
  2. Apparently Clinton got more votes than Trump.
  3. @nbohr1more, Trump and Hillary are good pals. This whole "nasty woman, crooked Hillary" thing was just for show. @Springheel, of course he's an elite. He's going to cut taxes for rich and take away insurance from poorest Americans. Take that the establishment!
  4. "Hillary has worked very long and very hard over a long period of time, and we owe her a major debt of gratitude for her service to our country." Wait, what? I thought he's going to put her in prison? I guess now he doesn't have to pander to the angry mob anymore.
  5. In my opinion it's more important that 25 million Americans still have an insurance after the election.
  6. It's astonishing to me how many people see Trump suitable for the most important office in the world. This troglodyte makes George W. look like an intellectualist. He knows nothing about the world, probably hasn't read a book since school, yet people seem to think he will solve their problems? He knows that Kim Kardashian "has a fat ass" but hasn't heard the word Brexit a month before the referendum? He wants to cut taxes, but increase military spending? Well, he has to be an economic expert, cause he's "good with money", right? Building a 1000 miles long concrete wall on the border with Mexico as a flagship idea? That alone should turn this guy into a laughing stock. Harassing naked teenage girls in a dressing room? No problem for Mr Trump. He's like a narcissistic ten-year-old boy trapped in a body of an old man. A poor man's idea of a successful person.
  7. I just saw a video about history of the "Highland Gate" in GdaƄsk (it's in polish). It was built in 1588. At 1:08 a 3d animation starts, showing how the gate first looked. Napoleon thought of taking it with him to Paris. In 1895 the dike and moat were removed. The gate survived WW2. In 1946:
  8. Normally you need an IK in the application you're making the animations with, along with other tools that make animating easier. They don't get exported to the game however, as the animation is "baked". In-game IK is another thing.
  9. Whatever the max and maya exporters are doing, I believe Blender exporters do it diferently. From my experience Blender doesn't mess with joint rotations on export. Horse for example was made in Blender from scratch and when you import md5 back to editor you can see that bones are not rotated 90 degrees, like in original Doom 3 md5: Also Blender doesn't optimize animations so the files are rather heavy. You can connect the joints in Blender: However this causes some problems. Here for example bones generated on import seem to be linked by wrong ends (?): What's more important, animations created in Blender with a modified skeleton will not match md5.mesh exported from max. That's why I made a new armature for proguard, which then controls the imported md5 joints. I based it on the character fbx files that are on our repositories. Someone could export the werebeast from MAX to fbx format. Blender has no problems reading those. Then you have couple of options: Like I did, make (veeery painstakingly) a control rig to animate the imported md5 skeleton. You would need to assign copy rotation and location constraints, so that one skeleton follows the other. This way would be compatible with animations exported from 3ds max. Make animations with the nice rig in Blender, then export both md5mesh and md5anim. This however will not be compatible with 3ds max, because of different joint rotations. You will still want to have some constraints, IK chains in your rig and so on, which requires some knowledge. You can use one of the Blender plugins like rigify or blenrig and create your own flexible, professional rig. One would have to know how to "skin" the character (assign weights to bones) and how to use those plugins. This options completely disregards Diego's rig.You can also: Animate with what you got. It will be difficult, and result will suck, but hey! It's possible. I have made on or two animations for TDM like that Pay someone to make a md5 export script that works exactly like the one from max.Buy 3ds max and work there using original Diego's file.
  10. That's how joints look when exported to md5. For some reason, exporters rotate joints, making them almost impossible to animate. Doom 3 character models look the same when imported. Interesting that Blender md5 exporters don't do that.
  11. I used Blender 2.49b to import the files.
  12. Here's the md5 imported to Blender.
  13. I was about to write the same thing. Origin bone has to move.
  14. You could try removing IK from def file and see what it does. I don't know if it's possible to disable IK per animation.
  15. Do you have "Reorient" enabled during export? As for floating, NPCs are using inverse kinematics to determine where to put feet on. This potentially could cause problems. There is an md5 viewer. You could use it to check on exported animations.
  16. The animation of the heating element has been included in Cycles Demoreel 2016. The whole one and half second of it From 0:46 to 0:48.
  17. I have this one installed and it seems to work.
  18. Idle animation is animation like any other. It's the "T" pose when you reset all locations and rotations that is the default.
  19. By the way, there's a checkbox in Blender that let's you save in a "legacy" mesh format. In ver 2.7 ngons were introduced, that's why they made the new mesh format. I saved the proguard file with this option and updated the link in this thread. So one can work with Blender 2.6 if needed.
  20. Sometimes when bones don't have keyframes, they will stay in location / rotation from previously viewed action. It's good then to select all and clear rotation and location.
  21. Nothing happened? You don't have on the list in the "action editor"?
  22. It was couple of years ago, but those feet bones are probably hidden. This is just a control rig for a proper game skeleton. The latter is on another layer and it's the one that you actually export. You can import animation ("action") from one blend file to another. Just go: file > append > your blend file > Action. Also, you should be able to work with Blender 2.77a (current version), it's just that apparently there was some large change from series 2.6 to 2.7 that caused a problem. The same way they announced that backwards compatibility may brake with version 2.8, which will have some huge changes, including PBR viewport, and so on. EDIT: hm, I guess in this example that would be a forwards compatibility?
  23. You're using ver 2.60. I downloaded that version, and indeed, I get this error: When I did last changes in 2014 I saved the file in version 2.7. As for feet, I explained how to use the rig in my thread. There are animated gifs (you have to open the to see animation).
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