So you work better off your tablets? Most people do better on a few pills. Seriously though, I did get a bit bogged down trying to spec the requirements. Is there any major group I have left off my list?Quin {l Wrote}: "I'll try to be more specific on the details when I am not on my tablet"
ballist1c {l Wrote}:^ Don't like 'em. at all.
Julius {l Wrote}:There is only an Blender .IQM exporter ( http://lee.fov120.com/iqm/ ), anything else will have to export first to another format and then use that strange converter.
Too true, and apologies for quoting out of context.Julius {l Wrote}:Blender adds a huge barrier
True. I have a continual problem when exporting them as milkshape files with a (?root) bone becoming fixed. I'm not good enough with max to know if there is an easy fix in the export. When time permits I want to have another go at it, perhaps with smd, I really want a working lipleurodon. Who wouldn't?Julius {l Wrote}: Take for example those liberated files from the Ryzom MMORPG; since they are in an older 3dsmax format, no-one has so far done anything useful with them in FOSS games, even though they are really nice models with great animations.
I agree, except I don't like forward animation much, it's too bouncy, unatural and looks disconnected from the environment; it seems to lack natural swing/sway. I wondered if it was intentional to give an artificial feel.Julius {l Wrote}:In general I would however say that the animations and the player-model RE has is actually not so bad.
I thought it was a normal funny blender thing! It doesn't look like any other player model with all those funny IK bones sticking out. Are they 'leftovers' from the animation system? Are they required?Julius {l Wrote}:And except for the a bit strange rig,
I can usually get md5 into smd without losing model integrity, if importing smd is better in blender, but you really need the full rig. Surely there are some nice open licenced fps hands somewhere?Julius {l Wrote}:However the problems with the missing source files for the hands is a bit of an issue. I managed to get the MD5 importer working last night, and just using the existing animation .md5anim and crudely rigging the mesh to the messed up md5 bones would be quite quick to do... but I would really hate to invest time in those, and not having a properly fixed .blender source-file, really fitting animations and weapons working via .iqm as a result (but I am unsure if I want to work on that as it will take quite some time basically redoing all of it).
Thanks. Is it rigged?Julius {l Wrote}:Ahh and for MkA I am still offering the mesh (with head and prop variations) I did a while back for that TF mod:
Julius {l Wrote}:Last but not least, I am seriously contemplating to port these two weapons over to RE
cdxbow {l Wrote}:Is there a problem with the converter? I have converted a couple of models OK along with a couple of animations, but I haven't done a whole swag of them. Also we may look at trying an iqm exporter plugin for Misfit Cubed this year, along with bug fixes, tiddy up and perhaps smd support. That would give another route.
OT: Check out this discussion http://opengameart.org/content/bounty-c ... ful-formatcdxbow {l Wrote}:True. I have a continual problem when exporting them as milkshape files with a (?root) bone becoming fixed. I'm not good enough with max to know if there is an easy fix in the export. When time permits I want to have another go at it, perhaps with smd, I really want a working lipleurodon. Who wouldn't?Julius {l Wrote}: Take for example those liberated files from the Ryzom MMORPG; since they are in an older 3dsmax format, no-one has so far done anything useful with them in FOSS games, even though they are really nice models with great animations.
cdxbow {l Wrote}:I thought it was a normal funny blender thing! It doesn't look like any other player model with all those funny IK bones sticking out. Are they 'leftovers' from the animation system? Are they required?Julius {l Wrote}:And except for the a bit strange rig,
Yes the meshes import fine, it's the rig that comes out really mangled (as both md5 and smd do not store all the rig information, really only those needed by the GPU to animate the mesh), and as a side effect of having all those separated .md5anim a bigger set of animations are a real pain to handle and I have yet to figure out a way to re-import them all into one convenient .blend file.cdxbow {l Wrote}:I can usually get md5 into smd without losing model integrity, if importing smd is better in blender, but you really need the full rig. Surely there are some nice open licenced fps hands somewhere?
Yes and fully working in RE (at least it was back in RE1.2 or 1.0 times).cdxbow {l Wrote}:Thanks. Is [the TF model] rigged?
I also think that with some small Sci/Fi changes they would fit quite ok. After all the weapons they would be replacing are somewhat realistic in concept currently also. The bigger problem I see is that they would really stick out compared to the other weapons quality wise... and no-one working to re-make the other weapons in the exact same style. Having a consistent set of weapons models (most likely done by the same artist) will always look better.cdxbow {l Wrote}:Great models, but I think I agree with the quintux_v and ballist1c, not SF enough for RE at present. Add a flux capacitor, a plasma conduit and a few glowy bits and I think they would be fine.
qreeves {l Wrote}:The first person legs were made using the player blend as the source, perhaps the HUD hands could be redone in this way too? (I think the reason there is no source for them is because it was based on the original full player model's existing blend).
Julius {l Wrote}: I also think that with some small Sci/Fi changes they would fit quite ok. After all the weapons they would be replacing are somewhat realistic in concept currently also. The bigger problem I see is that they would really stick out compared to the other weapons quality wise... and no-one working to re-make the other weapons in the exact same style. Having a consistent set of weapons models (most likely done by the same artist) will always look better.
Julius {l Wrote}:Well I don't really disagree, but who is going to make those high-quality weapon models? You?
Julius {l Wrote}:Those two at Blenderswap at least are looking a lot better than what RE currently has, and are available now...
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