fawstoar {l Wrote}:Is it playable yet? Do you know of a download link?
cdxbow {l Wrote}:Thanks John_III. Maya was used for the original production of MD5, and I have always wanted to have someone to ask about Maya issues.
It sounds like you be most comfortable working with mapmodels rather than NPC or character models. Please correct me if I am wrong. We have many outdoors models in the pipline, in varying states of completion. They are arranged in a few sets:
Vehicles is a large set which I am shortly going to release as a work in progress, then cull a few, convert to md5 and animate.
Buildings is the largest, and will be the most work to animate, and I am trying to put off until we see how destructible entities work. It is so big it should probably be broken up.
Aerospace is another large, mainly eye caandy set. Most of these will probably just use a generic explosion.
Road - set of road side signs, need to be animated.
Old - ye olde stuff, because there are low tech prime worlds in MekArcade. No urgent need to animate.
Vegetation - so far I have only used what comes with RE, which I think are the same sad and sorry ones that come with sauer. I have been tossing around a options, one of which is to use other models such as the Skyrim set (see Quad) and to animate them. I have made an md5 tree animation that sways and falls over; I then planned to rig up 'some' models, but hadn't decided which. Would you be interested in working on this? If you are I can send you all 'the stuff' to get you started. I am sure if the new vegetation is better than the old RE ones Quin would be pleased to use it.
If you want to work on NPCs we have a droid, a tank, vtol, a chopper and meks, and if player models are your thing we have about 15 of those.
Can you tell me how/if your versions of maya and blender can import smd, milkshape, max and md5 models. We tend to use smd to exchange animated skeletal models between different modelling packages. I know blender does import and export of smd, but I know nothing of maya
cdxbow {l Wrote}:I am very surprised Maya doesn't handle smd easily, I'm sure you will find a way. We have had a lot of problems with fbx files.
I will package up the skyrim trees, a few others and the animated ones. Won't be for a day or two.
Evropi asked why md5 rather than iqm. Mainly because it is easy to work with and mod for us because we have solid Max exporters and our very own Misfit Cubed does md5 in a very efficient manner. They all could be compiled to iqm but there is not much point until there are finished.
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