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afecelis

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Posts posted by afecelis

  1. Indeed, but I'd rather do the fbx workflow; adding an edge split modifier may solve the obj smoothing issue, but duplicates a lot of vertices and adds unnecessary polycount to the mesh. It seems like fbx is a great format to work with LE, since as you say, it supports both static and animated meshes properly :)

    Or, if your mesh is non-curve, setting its rendering mode to "solid" will do the trick with no extra vertex count.

  2. Nice tip! I just exported my mesh to autodesk's fbx using the following settings:

    fbx2gmf.jpg

    and using fbx2gmf, the file shows up just fine! :blink:

     

    So another alternative and efficient workflow would be:

    1. Model/texture in blender

    2. Export to fbx

    3. convert using fbx2gmf.

     

    thanks again for the suggestion :blink:

    Setting up the scene in the editor should be the same.

     

    regards,

    Alvaro

  3. Thanks for commenting guys. I'm glad you find the tut useful. I also think blender is a very powerful 3d application and little by little it's gaining a place among the different 3d fields, game dev included :blink: .

     

    As a side note; I just tried the obj2gmf converter and it works fine, you just double click on it and then it asks for the .obj file to convert. The only thing, comparing the 2 objs created (the one from unwrap 3d and the one converted with obj2gmf) is that the shading looks different in the one converted with LE's tool, as if it had a weird shadow, similar to when you haven't smoothed your surfaces, whereas the file saved from unwrap3d displays just fine.

    Obj2gmf version:

    obj_01.jpg

     

    unwrap3d version:

    obj_02.jpg

     

    I wonder what causes it.

     

    regards,

    Alvaro

  4. pacemaker became free and has been a great skeletal animation tool for b3d:

    http://www.goddysey.com/pacemaker.htm

    Dunno how bones will behave when saving them to gmf though, but it sure is a nice tool to have. :D

    @PixelPerfect: have you tried exporting animated characters from Fragmotion to LE? If so, how did you achieve it? Is there a GMF exporter for fragmotion?

    @Niosop: have you got any info on how to get your rigged characters from blender to gmf?

  5. hahahaha, you guys rule! best thing is that you both are the ones that save my back both in C++ and bmax! :D:) I wonder what will happen now that MG has joined the dark forces of bmax coding, mmmm....mmmmm hahahah!

     

    Marleys, the latest code you posted is working perfectly alright. Thanks a lot. Please keep on drinking some more beers and give the bmx code a look too. Cheers!

    have some beers on us. Prost!

  6. Thanks for all the info guys.

    I apologize since I had no idea of what could be posted where. It's a bit weird having to think if what you're posting should be available to the whole public or just to SDK owners. I thought the forum itself filtered that stuff; however, since it's an EDITOR question now I know it should be placed there. I hadn't seen the editor forums before.

     

    Thanks.

     

    ps. I just tried going fullscreen with a single directional light and it displayed fine. This is a [sOLVED] thread now.

    all I am doing is pointing out that all SDK owners need to start being more observant when they are putting info/questions or answering questions in posts.

    Then there should be a way of knowing which forums are public and which are private (like an icon, a radiation sign, a pirate flag or something). Once you're logged in you can't tell the difference.:) Only when you're not logged can you tell a difference between the 2 forums.

  7. Hi guys,

    When I set the editor to full screen the scene and meshes in it get stretched in a weird way:

    weird_stretch.jpg

    This didn't happen prior to latest major 2.3 sync. It goes back to normal when I restore the window down to its previous state. Are you guys getting it too? Can it be a display error if you got a 16:9 resolution?

     

    cheers,

    Alvaro

  8. Indeed many are using marmoset's toolbag just to display their models in realtime with the engine's capabilities:

    http://boards.polycount.net/showthread.php?t=61346

    Toolbag runs even in standalone mode, no need for the game. This is where the soldier model was displayed :lol:

    ppl commenting about it and its possible uses:

    http://www.game-artist.net/forums/general-discussion/9005-marmoset-toolbag.html

    some more info(and some tuts):

    http://gameartist.nl/tag/marmoset-toolbag/

    toolbag youtube tutorial:

    http://www.youtube.com/watch?v=4kfkKPH3gSY&feature=related

     

    It's kinda like having Leadwerks'mesh+material editor into a single app ;)

  9. ahhhh got it! So it is the character you had modeled, but the renders were done in their tools by the modeler who created it. Want me to update my 1st post? This is how rumors begin, lol ;)

    I also thought you kinda had some empathy with their engine and hence you were in contact with them or something. It's funny how it all took me to this "journey". Now I'm loosing some precious time I could spend learning LE playing a demo :lol:

    cheers!

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