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Found 8 results

  1. Hello all, i am getting back into leadwerks and I am curious. How do you create LODs for your models in leadwerks? I modeled some meshes and would like to set up some LODs for performance.
  2. Hi. I want to know if it's possible to get leadwerks to do this automatically when an fbx is imported: look for embedded or referenced materials/textures (does not seem to work by default) set scaling for the model to 1.01 units to 10.1 cm show up correctly when inspected in preview tool I'm using autocad 2015 to make the models and materialize/texture them but it's awkward to import them. Thanks in advance.
  3. hi , how are yours ? well , i have some models animateds in Mixamo , but when i try import to LeadWerks , show error " Failed to load animation " DIRECTORY '-' \ idle.mdl *Please someone can help me ? ;-; //model files = http://prntscr.com/85tj36 // Model imported to LeadWerks Editor = http://prntscr.com/85tjx7 //model editor print 1 = http://prntscr.com/85tkjo //model editor print 2 = http://prntscr.com/85tl2a // error what show when i try import animation = http://prntscr.com/85tluk
  4. Sorry for the many questions lately, but I've been getting into various issues! Anyway, is there a way in Lua to swap a parent mesh? So for instance, in my case I have a car, and I want to be able to change the car body mesh without deleting the entity. Is this possible?
  5. Ok, having done some testing I'm noticing a sort of strange behaviour with a test map I've created. Flat plane, a wedge, and a large box. The top of the wedge is connected to the box by an arch. I've created the nav mesh which looks exactly as I'd expect and allows navigation from the plane via the wedge and arch onto the box. I've set up my cam and player scripts for an isometric style view and I can click on the nav mesh and watch the player move to the specified location. All well and good. When the cursor is outside of the geometry it is a 2d cross hair suitable for clicking on any hud elements. When it is over the game geometry I make it a small globe. I then test to see if the globe location can be navigated to and if it is the globe is green else its red. Its a useful indicator of what is happening in the scene. The strange behaviour is that some sides of the box get marked as navigable when I would expect them to not be as they are vertical and have no mesh. If I click to say "go here" the player entity will try but not be able to reach final spot and be permanently in travel mode until I set a new target location. So... can anyone explain why only some walls should be navigable? I've not found anything that makes sense yet.
  6. I have an animated set of hands for a game I'm working on. The problem is that when I animated them, I animated them so that the main character is right-handed. For some reason, when I export the mesh is reversed in that it becomes a left handed mesh. Is there a way via Leadwerks to basically flip the mesh? Or would I need to modify a shader to allow this to happen? I tried to do negative scaling, but that sort of messes up the local coordinates for things like rotation.
  7. Ok so I have a mesh character that I modified so it has as few vertex's as possible to make sure the engine doesnt over load. But when I use it as a character controller the fps goes to ****. If i am not using it as a controller it seems fine. The character is bone rigged, has 10 prims 5 spheres 5 custom mesh all are on low poly as possible
  8. I was wondering, is it possible to create an animated mesh with collisions for Leadwerks? Or do i need to make a post in suggestions? I want to create an automotive hydraulic lift and use the built in method of using a convex object in the mesh named collision to provide the collision properties. The Idea was to animate the collision alongside the mesh to provide physical environmental interaction. Failing this i would settle for a static collision with just the mesh (see the forklift_finale.mdl in the Left 4 Dead 2 hammer editor model browser. Turn on Collision Model, switch to the sequence tab, select lowerawning.) I am finding that at least in shade 3d, all objects that are skinned get a new surface and the collisions no longer work. Can someone good at blender try this out? Illustrated: 3d modeling and animation software Shade 3d, Ver 14 Standard. FBX2013 Version without animations but with collision Version with animations and collision: The Obj version of the unanimated model for those that want to try animating it. car_repair_lift_01.zip
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