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Marleys Ghost

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Posts posted by Marleys Ghost

  1. If you don't spend time learning the basics and fundamentals of programming,learning lua and learning the Leadwerks API how do you expect to accomplish anything using an engine that requires programming, tutorials normally assume the reader has this minimum level of ability especially with an engine that requires programming.

     

    http://www.lua.org/manual/5.2/

     

    http://lua.gts-stolberg.de/en/index.php

     

    http://www.leadwerks.com/werkspace/page/documentation/_/index/

     

     

    Then you'll be ready to tackle the basics

     

     

    http://www.youtube.com/user/Aggror89/videos

     

    http://www.leadwerks.com/werkspace/page/tutorials/

     

     

    Any Software that you choose to use in your art pipeline other than Leadwerks will also have to be learnt, they inevitably have their own tutorials and forums. If you have no programming skills and or 3D art skills there is no avoiding this route if you want to develop games using a game engine that requires them.

    • Upvote 3
  2. you are right ..but a simple tutorial with stesp to follow would be a good start for newcomers

     

    Maybe, but what your asking for involves how to use software thats not leadwerks to get stuff ready to get into leadwerks. The best place for newcomers to start, is working through all the available tutorials and documentation and then going through the countless posts already made by previous newcomers asking pretty much the same things (the forum search tool is your friend). An art pipeline will inevitably involve other software, you will need to learn to use those to.

  3. and which tools ca I do that..

     

    https://www.google.co.uk/search?q=Animation+retargetting&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-GB:official&client=firefox-a&channel=nts&gfe_rd=cr&ei=VfH1U46NAfSq8weN4YLoAw#channel=nts&q=Animation+Retargeting&rls=org.mozilla:en-GB:official&spell=1

     

    so what it the easies and fastest way to importa character animations into leadwerks?

     

    File > Load Animation in the model editor.

     

    i'm thinking o buy fuse that is on sale for few hours n steam..do you recomment it?

     

    You'd best try the demo ... I am not sure what you'd consider an insurmountable learning curve to make any recommendations.

  4. but is I have some animatios bought form them with a character ..is there a way Can I export these animations and set the mon other charatcters without go into mixamo and pay again?

     

    If your model is not rigged with a mixamo skeletal bone structure you'd have to retarget the animations to it, animations are not naturally universal they are animation rig dependent.

    • Upvote 1
  5. I would also like this as i have lots of characters with no script i have the animation lists any way coperqube has a good example of this you import the character and it lets you create the animation name and insert the frame range.

     

     

    Which is exactly what you can do in leadwerks model editor ....

  6. Actually that one would be most useful! so it deserves it's own entry.

     

    A Window::GetLayout() command or bet still a Window::GetAtribs() which would return the information about the Leadwerks window especially its x and y position on the desktop HWND, ID etc.. we already have SetLayout() and like so many other commands that can set, we have no get.

  7. 1. The return of being able to use Blitzmax with Leadwerks.

    2. External lua editor.

    3. Rename model meshes in the model editor.

    4. Passworded Zip file functionality.

    5. Free beer every month.

    7. What happened to 6?

    6. Ah there it is smile.png

     

     

    EDIT 8. A Window::GetLayout() so a windows position on the desktop can be returned and other window attributes like its HWND, ID etc.

    • Upvote 2
  8. Use something like BVHacker to constrain the animations root node translation in the x and z axis, you may have to fiddle with exporting and importing and may even need to retarget the animation sequence to the mesh and skeleton if you can't manage that in the model editor.

  9. @Mordred:

     

    A pseudo-random number generator like math.random takes a starting number, in this case, (math.randomseed( os.time() ) ), performs mathematical operations on it, then continually applies the algorithm to the last generated number, however while each number in the sequence is seemingly random with regards to the previous ones, the entire sequence is not random at all.

     

    math.randomseed(999)
    for n = 0, 5 do
    num = math.random(9)
    Print (num)
    end

     

    1,9,3,7,7,1 everytime.

     

    When you use math.random in a loop, you should always have (math.randomseed( os.time() ) ) outside of the loop, this is because the iterations are executed really fast and it nearly every time re-assigns the same "current time", that results in the same *random* starting number being generated.

     

    for n = 0, 5 do
    math.randomseed(os.time())
    num = math.random(9)
    Print (num)
    end

     

    That gave me 7,7,7,7,7,7

     

    You had:

     

    local i=0
    for n = 0, 5 do
    math.randomseed(os.time() + i)
    num = math.random(9)
    Print (num)
    i = i + 10
    end

     

    but again this produces the same first *random* starting number over and over, the article you link to explains why:

     

    This difference is lost when Lua converts the integer returned by rand() into a real number, effectively preserving only the high bits in the result. When you call math.random(1,100) from Lua, the low-bit difference vanishes and you see the same integer result

     

    So all you have to do is to take math.randomseed( os.time() ) out of loop and set it only once per application run, if you want to "mix up" the seed each time you run the application try:

     

    math.randomseed( tonumber(tostring(os.time()):reverse():sub(1,6)) )

    • Upvote 1
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