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ParaToxic

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Everything posted by ParaToxic

  1. YES IT WORKS :) Thanks. The trick is that you export the whole mesh without animations, convert it throug UU3D.The second thing is that you animate the mesh in C4D with the mesh and materials like the other, export it to u3d.Then you open UU3D and delete the groups and select all vertices and delete them too.Thats it. Thanks again
  2. Okey I tried everything but it doesn't work:( How do you make animations in seperated files ( maybe in 3ds max ? ) ??? It isn't a problem to rig the models in 3ds max and export them ,but please tell me how do you make that
  3. Ahhh now I know the problem.When exporting a mesh with a joint in it to fbx and use the fbx2gmf converter I become the same result as in the soldier mesh.When load it in U3D and save it as gmf it creates an other object at the top of all others.The normal mesh becomes an other object a layer underneath.... I will try to make it with fbx2gmf converter, maybe it works ;
  4. So I have to move the Null-Objekt down to the bottom ? Because in C4D this is the Skin-object, which is converted to this "Null-Objekt". Yes the right leg isn't right yet, it is only a testcharacter, the final follows EDIT: It seems that the soldier mesh hasn't got a mesh in it , but only the bones, because the hierarchy show's that this file contains only the bones ??? Look at that :
  5. Look at that here are the two meshes, one rigged character and the other only the skeleton ( animated). And the skeleton: And here are the both as gmf files ( the model is a little bit to big )
  6. Hmm I deleted the lod files from the soldier and it works now but my own doesn't work. In one file is the ( C4D ) mesh with the skin object and the joints.The second has only the animated joints.
  7. It's still not working Maybe somebody can attach a little democode, maybe my code isn't right at all.
  8. Hei I have rigged my character and made a little testanimation.In one file is the character, rigged with joints but no animations and a second file are only the animated joints. When I load the animation with LoadAnimation to the mesh it doesn't work. I also downloaded the Soldier from the Asset store and it doesn't work too. Maybe you can tell me where the problem is... TModel base = LoadModel("abstract::soldier.gmf"); PositionEntity(base,Vec3(0,0,2)); int seq = LoadAnimation(base,"abstract::idle.gmf"); // Spin cube until user hits Escape while( !KeyHit() && !AppTerminate() ) { if( !AppSuspended() ) { Animate(base,AppTime()/100.0f,1.0f,seq); UpdateFramework(); RenderFramework(); Flip( 0 ); } }
  9. I have a little problem.I riged the character I made and saved it.Now I have a problem with the weighting at the right hand and fingers. But how can I copy the weighting from the left hand to the right ?? ( The skeleton and the mesh is symmetric) Would be cool when somebody could help me
  10. Hei ya, I saw some pictures from BF3 with the change from no color gradient and color gradient. But what does color gradient makes ?? And how does it works ?? I can't find anything about it in google
  11. What exactly are you trying to pick ??? I can remember that you can't pick the terrian mesh direct or models ,where you have to get the mesh of the body first ( A model is a body, which has a mesh as child, so you have to get the child and read your key from that )
  12. Okey thanks.But one question is open. When I want to animate only the legs, do I have to use the full skeleton and animate only the legs or do I have to cut the skeleton and use only the legs ???
  13. Hei guys I have a question.In my game I would like to have a character from the first person view ( so you can see the body from the head position ) and now I have a question to that.When I want to animate for example a pistol for the relode, shoot and so one I can't make millions of animations for the character that he is walk and shoot, run and shoot, walk and relode...... So my idea was , that in LE you can load the animations from file and I would like to divide the character to some parts like the legs, the spine area ( the upper body part) and the arms.Then I can have 3 animations for the legs like idle/walk/run and soone for the upper body part and can make my weapon specific animations only for t he arms. Is that the right way to do that or is that possible to use 3 skeletons for one body ??? ( Do I have to divide the skleleton to my needed parts or use the whole skeleton and animate only the part I use ?? ) Thank you
  14. Today I had some time and made the end of the arms and legs.Thats it for now, only some final corrections follows ( and the normal map of course ). The next step is to rig the character and animate him Here are some pics from the LE Editor:
  15. Well today I saw tousands of Bodypaint 3D tutorials from Cinema4D and made the texture fpr the hands with the photos of my own. I think it is okey for now , some parts aren't as good as they should , like the thumb, because the UV map is very bad at this area. It costs me 3 hours of work to make that whith the bottom and top view of my own hands.The normalmap should optimize all that stuff.
  16. The head has around 1800 polys and the whole character about 9k.I think it's okey.This character( or lets say the head of the character) is only for a video rendering ( for the introduction of the story with some scene).The head isn't used in the game any more, but the body.I will use the body for a first person view ,so you can see your own body for more realism. I'am texturing the hands right now and I'am only produce **** Have to look at C4D bodypaint to fill the unfilled parts of the uv map ( because I use images from my hands and the fingers there are very huge,because of the unwrap and the form of the model)
  17. The hair follows next.I don't realy know how to make low poly hair
  18. Hei ya I made this new blog to entry some news for my game.So the last weeks I started to plan the whole game with a great idea ( I think ). Some days ago I made a new character model ( just the low poly for now ) and started to unwrap the model. Now I have the face and would like to show it to you. Edit: Today I made the basic clothtexture for the human.I looks a little bit dirty and I think I have to make more details because it's a little bit boring.But don't forget the normalmap from the highpoly model follows and I hope it will looks much better then
  19. Yes I will make it that way but I need to seat the meshes together and connect the edges, because I want to rig the model and animate it.
  20. Hey ya I have a question about some cinema4D technique.I have here my low poly model of a character and now I want to unwrap some regions seperated in multiple textures, that means I want to unwrap the head and make a texture for it, than the cloth ...... Can somebody tell me how I can do it in C4D ?? I mean in the UV Editor you can choose objects and materials to unwrap but no selections of one object. I hope you can unterstand me Thanks
  21. No for me there isn't a error.What Graphicscard do you have ?
  22. You can easylie set some keys for your entities ( for example for the Gun you create a lua and Set a key with the name "Entity_Type" and the value "Weapon_Gun" or something like that ) and then pick the entity in the scene and look if it is a Weapon_Gun or not.
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