-
Posts
1743 -
Joined
-
Last visited
-
Days Won
41
Posts posted by Arcturus
-
-
I was about to write the same thing. Origin bone has to move.
-
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.
-
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.
-
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.
- 2
-
I have this one installed and it seems to work.
- 1
-
Idle animation is animation like any other. It's the "T" pose when you reset all locations and rotations that is the default.
- 1
-
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.
- 1
-
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.
-
-
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?
- 1
-
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).
- 1
-
-
(...) as the one provided by Arcturus in the OP here: http://forums.thedarkmod.com/topic/14970-blender-rig-for-standard-male-npc/?hl=%2Bblender+%2Banimation was missing the feet bones
It's not missing anything. What are you talking about? Also, where are all the faces? There are only vertices in the blend file you gave.
- 1
-
Thanks It's been 5 years already? You have rather low fps there. It could be optimized a bit more today. Back then there was no LOD for animated models.
-
-
-
Here's the head in .blend format. I imported it using Blender 2.49.
- 1
-
I made a small video about decimate modifier in Blender.
- 1
-
Blender developers plan to switch to OpenGL 3.2 for the viewport in ver 2.8. It will most likely also replace old internal renderer.
-
Sketching 3d buildings:
-
That worked, thanks!
-
Go into the nvidia control panel> 3D settings> Global and try setting the option to maximum.
Which option? You mean all options?
-
What are you systen specs..?
GTX 750 Ti, i5, 8 GB RAM
are you on the latest driver?
I'm using latest driver.
I have found a weird fix. For some reason alt-tabbing couple of times helps. Doing so brings back 60 FPS.
-
I have weird performance issues. I have 8-15 fps all the time. I once loaded and had 60 fps, then quicksaved and it went down back to 12 or so.
Needed for Standalone: Animated Werebeast
in I want to Help
Posted
Here's the md5 imported to Blender.