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wayneg

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Posts posted by wayneg

  1. I'd like to FindChild and hide the bone, but.. there are more blouse meshes than bones!

     

    Now if the fbx > mdl converter had added one bone for each mesh in the group, and named it like BlouseA in this example I could find it and hide it. Maybe that's possible or some variation is, I don't know.

     

    So I should change the mat file to say it's invisible texture and load model dynamically ?

    Don't buy models like this in the future ?

    Strip her down and don't allow more than one outfit ?

     

    tongue.png

    post-115-0-43308100-1394488709_thumb.jpg

  2. No, code doesn't find anything.

    Removing the groups would be awkward and require different model for each clothing configuration??

     

    I purchased some animated models over at Arteria3d, they come in FBX format.

    I can load them into Ultimate Unwrap 3D, and it shows bones, materials, and groups fine, and I can show and hide mesh groups as well.

     

    When I give LE 3.1 the fbx it converts it to mdl, but only displays the bones in the tree display.

    I also tried exporting materials as meshes in FBX format, and that didn't show me anything different in LE 3.1 model viewer.

     

    This leads me to a few questions:

    1. Where are my groups ?

    2. Why does UU3D show me the groups and let me hide and show them but LE 3.1 does not ?

    3. Why can't UU3D read Leadwerks 3.1 MDLs ? ( seems like there are a number of MDL importers, and none match LE 3.1 )

    4. Will LE 3.1 do what I want here ?

     

    Arteria says,

     

    This pack provides a basemale as shown in the image from the Modern Day Base Male, but with this additional ZOMBIE ADDON providing a whole array of Zombie Heads and zombiefied clothing, plus a collection of great zombie animations in addition to all the animations from the existing modern day base male. The character is fully rigged with a typical Biped Rig, and a large collection of animations provided, for Weapon use and NPC based gestures. You can add content yourself to the model, or use the large collection of costumes already provided with the pack. These costume elements are already rigged for you on the model! for ease of use. To use in your game engine, you simply mute or hide all the groups, apart from the base female mesh. then for example if your making a character customisation editor, as the player selects clothing styles you can code so that the relevant mesh is shown.

     

    Animations Provided as Single Track Animations with

    start/stop times provided, plus Direct X, Unwrap3d, and

    FBX are provided with Multitrack Animations(i.e.

    Animations, that autoshow as a list with their respective

    names, in engines such as Unity and others that support)

     

    This something I can reasonably get to work ?

  3. My model she has too much clothes on, need to remove her BlouseA .

    I'm using the following and it's not working, help me please.

     

    Script.Speed=1.0--float

    Script.Sequence=0--int

     

    function Script:Draw()

    self.entity:SetAnimationFrame(8,1,4)

    local t = Time:GetCurrent()

    self.entity:SetAnimationFrame(t/100.0*self.Speed,1,self.Sequence)

    end

     

    function Script:Start()

    local mychild = self.entity:FindChild("BlouseA")

    mychild:Hide()

    end

    post-115-0-80379200-1394425994_thumb.jpg

  4. Please add height and slope display of current brush position.

     

    Anytime I have to deal with properties in the editor, it would be nice to know the height and slope of the center of the inner circle. I like to point at things with the mouse and use it as reference. It's just a little thing.

    • Like 1
  5. If you watch the video it shows the houses as voxels too.

    I chipped in $35 to support this game and check it out in week or so.

     

    EQN has larger budget for sure, and with EQN Landmark people will be build assets for them as well.

    What could be better than that ?

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