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Marleys Ghost

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Blog Comments posted by Marleys Ghost

  1. Hi Josh, from the FAQ on Steam:

     

    What can I do with the models created with Fuse?

    You can use them in your project (e.g. games, animated short, machinima, comic, etc.) royalty-free. The exception is Team Fortress 2 content which can only be used for non-commercial Fan Art.

     

    Is the content I create royalty-free?

    The content you create using Mixamo content in Fuse is completely royalty-free for commercial and non-commercial use. We do ask that the content is embedded in whatever project you are working on. You should not directly resell or redistribute the assets. This is to protect both ourselves, and in the future when we eventually open user imports (and user sharing/Steam Workshop/whatever form that may take), other contributing artists. The exception is Team Fortress 2 content which can only be used for non-commercial Fan Art.

     

    Overall the quality of the characters is very good, but Mixamo animations are not cheap, which is a major drawback, hence my pursuit of an alternative pipeline. There is an Asset Import Pipeline and other things for that under development.

  2. As per the terrain update in 3.1, dynamic navmesh generation is disabled. You now have the generate in the editor or call the API call manually.

     

    Really? was that because it took too long to recalculate on terrains in general or large ones? I'd have thought rather than disable dynamic navmesh generation simply have its default as we have it now with dynamic navmesh generation an option that is selectable and not penalise those who are not using large terrains.

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  3. I think its all changed since 3.0, but how and what to is just speculation.

     

     

    With the current way its done I understand the argument for a controller not being over a certain height or diameter but not being able to resize below those parameters makes no sense. There is very little control over the system. I do hope soon there will be more information on this functionality.

  4. Hey Mack, as far as I could workout, and could be wrong, SetNavigationMode is for static objects which will (or will not) effect the building of the navmesh, I don't think its "dynamic", I am not setting it true on the NPC's. I'd imagine its all handled via detour and however thats been intergrated into the character controller. But again with so little info on the subject I am just guessing.

  5. Hey Jorn, that was one of the "tests", there is very little information on what has and conversely not been implemented with recast and detour. Detour is a pathfinding and spatial reasoning toolkit, if memory serves (it does now an then even at my age!) I think the spatial reasoning uses entity velocities to calculate avoidence steering, hence if the player stops they will bump into him. With so little information about the intergration into LE3.x though I am just guessing.

  6. Thanks Mack, the next part will be (in my opinion) the most complex task, that is to inbed the firing FSM's of "Can Fire", "Fire Rate", "Ammo Level ==> Reload", "Burst Fire", "Single Fire", "Sustained Fire" ect. plus of course the visuals. So a new project will be setup with just a single NPC for that. Plus of course grenades! can't not have grenades, I should be able to convert over my Grenade/Explosion routines from my 3rd Person Movement & Animation Control Rig.

     

    http://www.leadwerks...ntrol-rig-test/

     

    Still lots to do but after about 7-8 hours work, its slowly coming together, but this is merely a side project that's helping me get to grips with c++, which I will be using for LE 2.5x with EKI One.

  7. so you can use Dark AI With leadwerks. Just include the necessary headerfiles and link to the dark AI library in you C++ code.

     

    Not forgetting to fix the linker errors and conflicts from other libs and then writing the data Interface functions to get both LE and DAI working together, along with the collision building routines for the scene and a "few" other things, before drawing up the FSM's. If only it was as simple as just including the header file and pointing the linker to the .lib, it might have only taken me 20 mins instead of a full hour and a half lol

     

    Will this still be the case in L3D?

     

    No idea, I have little interest in LE3, but I can't see why the same intergration would not be possible.

  8. hey MG, thanks man..later ill show how this library can automatically make character play certain animations during crossing over specific obstacles..like, you running, then small wall is in front of your character and once close enough suddenly, character plays jump over wall animation and continue running as it was before wall.. wink.png .. many features available..

     

     

    Cool, sounds like something to look forward to trying m8 .. I am all in favour of things that save me having to write them .. I am also in favour of gorgeous voluptuous scantily clad women who dable in the dark arts and do magic .. but thats another story ... dont want to upset Roland ... lol

  9. Looks great Marley. You know, that picture of the dock in the water is what pretty much sold me on leadwerks. Been hooked ever since.

     

     

    Hey tournamentdan, thanks, not sure that old pic deserves any credit for your decision but its nice to know it may have had some use lol, I forgot all about it, it was one of my first that I uploaded to the gallery (where ever that is now lol), but I do find sometimes when I come across old work it gives me a little flourish of inspiration to try and do better with the original idea.

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