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nteragadev

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Everything posted by nteragadev

  1. So you can watch looped sequences you've extracted and be sure they are seamless instead of having to load a game to check.
  2. Okay, When I export it only exports the currently selected action (and it works fine in LE). When I choose "all actions", all animations export, but the animations are distorted horribly, bones in all the wrong positions, mesh pinched in weird ways. But it's the only time all actions are exported.
  3. Thanks! Here's hoping spec color functionality is in the next few updates.
  4. I am curious about the "export specular color" option. When I tried to use it I got a nice stack of errors and no export. Leadworks, while it has a spec color picker, doesn't actually seem to support material spec colors (which is sad cause I could totally use it). So what am I missing?
  5. That's what I needed to know. Thank you. Now to learn how to use the action editor.
  6. Do I need to export each animation separately or is there a way to differentiate each animation along the timeline so leadwerks splits them up into separate sequences?
  7. I prefer the 45 degree angle setup as it's easier to preserve your artistic intentions. Most games I crack open with art I like use the 45 pose for the arms. It makes it easier to predict your character silhouette and it limits shoulder distortion. Bethesda used the t-pose until skyrim where they switched to the 45 arm angle pose. Dishonored uses a 45 arm angle pose. Whatever pose you use there will have to be weight paint tweaking. So, as an artist, I vote 45 degree arm pose. Any chance we can get a blender or 3ds file of the rig?
  8. Awesome! That's wonderful. Thank you very much sir! Bonus question, will the problem crop back up if I have to use a different shader?
  9. I've PMed you the link. The problem is most obvious around the hands and the chest and neck.
  10. I used a blender exporter that exports straight to leadwerks asset formats, mdls and mats. I can try the FBX exporter but I figured a direct export would be the ideal. If FBX works better and avoids this issue I will happily switch. It's worth noting that some distortion occurs even with included assets like the crawler and fpsautopistol models.
  11. Okay, looking into it further, it is directly related to materials with animations included. On the left is my mesh with the crawler mat applied to the chest and neck. On the right is no mat. What's interesting is even though the mat is different the distortion points are identical. Not pictured but relevant, the test I did with a static material, looked the same as no material as far as distortions go.
  12. It's more glaring in my custom mesh but you can also see it in the included "crawler" mesh, Top is "textured" and bottom are "textured + lighting". When the lighting is turned on, the mesh distorts. Both of these examples are from the same exact view. In the crawler you can see the neck silhouette has altered. In mine...well it speaks for itself. Unusable levels of distortion. I also tested the fpsautopistol mesh and it too distorts, though the distortions are not detrimental to its appearance. The distortions carry over straight into the game itself. I'm using the LWdemo in hopes of determining whether to purchase. If this is a demo-only issue, I would like to know. If not, I am concerned since I am a modeler/texture artist.
  13. Every single time I leave the demo to do something else it crashes when I go back to it. Is this a known issue with the demo? Running windows 8 with 660ti.
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