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Posts posted by gordonramp
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I know there are a few threads about this and I've tried all of the recommendations but am still having difficulty exporting an animated rig from Max. I've had the most luck exporting to Fbx and converting in UUnwrapPro. The soldier model converts fine. But when I try my own rigs, this is what happens...
The animation is joined at the pelvis but the rest is separate from the mesh. Any idea why this might be? BTW. I'm using the Skin Modifier not Physique.
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It looks excellent but at that price.. I don't think there would be many takers.
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Ok, I'll explore this...
Update:
Success..
require("scripts/class") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) function object:Update() if EntityDistance(fw.main.camera, self.model) < 10 then PointEntity(self.model, fw.main.camera, 3, 0.01) end end end
Thanks
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Yes, 'metal01_1 is the name of the door that comes with the LE. I've tried it in both the Game Loop and now in the class file.
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Cassius,
if EntityDistance(controller, metal01_1) < 5 then PointEntity(controller, metal01_1, 3, 0.01) end
Same result.
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Your right, it runs without an error now (C++ coder), however the object does not turn to face the camera as requested.
Maybe someone has a simple working example of 'trigger code' to share.
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Ok, I thought I would have a go at using 'EntityDistance'. Using Lumooja's pseudocode as a base.. I placed a metal door on a terrain in the editor. Then using the basic fps Lua code, put this in the main loop..
If(EntityDistance(fw.main.camera,metal01_1)<5) then PointEntity(fw.main.camera,metal01_1,3,0.01) end
I gives me this error.. 'unexpected symbol near 'then''
I guess it's a simple Lua code error, any ideas why that might be?
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I am looking at the idea of 'triggers'( initiating an event) but have no idea where to start. I assume some sort of collision code would be necessary followed by a pointing at the event. Like, the recording of 'Health'. I can't seem to find anything much about this on the Lua Forum. Any ideas?
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Nice, thanks Mack.
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I'm using Fliphook.
if KeyHit(KEY_K)==1 then AddHook("Flip",DrawOverlay) end
I can turn it on using this and I'm wanting to toggle it on and off.
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I've used LoadTexture() and DrawImage() to get an image to the screen. But I want to toggle it on and off. I can't find a FreeImage() command so what can I use to hide or delete the image?
Thanks.
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Finally I got this sorted. This class file will point a stationary character at the camera.
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require("scripts/class")
local class=CreateClass(...)
function class:CreateObject(model)
local object=self.super:CreateObject(model)
function object:Update()
self.model:Point(fw.main.camera, 3, 1, 0)
end
end
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What do you mean, usually you add collision through the Engine. If you are using the Leadwerks Engine then through the Editor, in the the 'properties' of the object you have made in 3dws and converted to .gmf.
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Thanks, I'll give it a try.
Update: It can't be something as simple as placing
PointEntity(character,fw.main.camera, 3, 1, 0)
in the class file because I get an 'Access Violation' error.
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Well I found this command and it looks like it will do what I want which is to have an object face the camera when I'm moving around in fp mode. Say, a character watching you. Something like...
PointEntity(character, camera, 3, 1, 0)
The thing is, I'm not sure how to go about setting this up.
Do I place the code in the Character's class file, or in the fp main loop?
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Well I tried the abstract:: route but that didn't help so I think it is something more fundamental.
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Yes, a lot of fundamental changes were made to LE.2.3 after this was posted. It seems to be broken.
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VicToMeyeZR,
I'm not sure why you pointed out that piece of code but it could be useful to click on an object in a 3D scene. This is something I have been trying to figure out how to do.
if MouseHit(1) == 1 then if MouseX() > object.location.x and MouseX() < object.location.x + object.size.x and MouseY() > object.location.y and MouseY() < object.location.y + object.size.y then object.color = Vec4(0, 1, 0, 1) end end
The question is.. how can I adapt this to click on an object in a 3D scene so that an event can take place? It has x and y reference for the mouse but no z. Could it be something like..
if MouseHit(1) == 1 then if MouseX() > object.location.x and MouseX() < object.location.x + object.size.x and MouseY() > object.location.y and MouseY() < object.location.y + object.size.y and MouseZ() > object.location.z and MouseZ() < object.location.z + object.size.z then object.color = Vec4(0, 1, 0, 1) end end
But if that would work, how could I relate it to a particular object in the scene?
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Ok, nice..
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Well if you need some tips on animation or art pipeline for the Leadwerks Engine, just ask. Also, if you get lipsync working in the Engine, I would have some paid work available if you wanted it.
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This looks useful, but is this working code and how would I go about turning it into an object that could be dragged into a scene?
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One of my Facial Rigging examples
Follow my orders!
That looks like lipsync, have you managed to get it working in the Leadwerks Engine?
3ds Max animation export
in Game Artwork
Posted
I have..
texture0="abstract::mesh_512x512.dds"
texture1="abstract::mesh_512x512dot3.dds"
shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
shadowshader="abstract::mesh_shadow_skin.vert"
That's helped actually, I've got it sorted. Thanks.