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tjheldna

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Posts posted by tjheldna

  1. I gave it a go last week with my kids and found it... well amazing. Sure the art was low poly for the apps I tried, but it felt like you left the room with it on. I tried a planet sim which the movement of the space ship made me feel off ballance even though I was sitting down I still had to take the head set off.

     

    I havent experienced a the Vive or alike so I can't compare it to anything like that. A week on and it's sitting in a box along side my 3D printer and mocap gear that I don't have time for =). Cool for a free add on though and the s8+ is awesome.

  2. For the purposes of my current task its for the sliding open/close of a shower curtain using scale it bunches up nicely. Basicly I had the animation done in 2 minutes and it looked great. Now I'm using move and adjusting the weight values which is impossible to get right without any clipping issues. I'd also like to use it on some of the fingers in some fps animations, for little adjustments. I know doing that isn't very realistic, but as long as it looks right, it dosen't matter. I'm pretty confident I'll need it in the future for models not yet developed

     

    I understand it's not a very common thing to do, but I think the exported animation should be true to what I'm seeing in a modeling program and should be free to use it.

  3. Thanks gamecreator for the info.

     

    Together with bones being pruned and now realised animating scale doesn't work, I'm struggling with the workarounds I have to do. Now that i'm animating more heavily than before.

     

    I'd expect that what I export is what I get in LE, why would I want anything else? Is it possible to rectify these issues please Josh?

     

    If you need a test file let me know.

    • Upvote 2
  4. I dont claim to know anything about VR so excuse this post if it is a bit noobish. The Galaxy s8 is around the corner and in most stores if you pre order you get a VR kit with it http://www.roadtovr.com/get-free-gear-vr-controller-galaxy-s8-pre-orders-offer-lasts-420/ .

     

    Was going to get an s8+ anyway so this is pretty cool. I'm not sure of it's use though? Will it be any good? Would this only be for mobile viewing? or could it be used somehow in conjunction with Leadwerks? A lot of peope are going to have one of these by the end of the month. It's a tech I've never looked into, but seeming i'll be getting one of these, now I'm curious.

  5. Enemy Z

     

    Introducing our Winter Games project "Enemy Z" by Rick Shad and Tim

     

    Very few remain since the Z outbreak and day to day survival depends on your skill as a leader. Your task is to arm your survivors; fortify your postion with obsicles, explosives and traps; assist your survivors during the battle. Plan and defend well and you may just survive the hoards that await and find gear imperitive to your survival.

     

    Enemy Z came about the idea of reuse of code and models from previous projects to quickly prototype a new game. The creation of this game has been quite rewarding as we have seen a lot of progress in a short amount of time for example, content from our 'Dead Anyway' and 'Cobra' project code from 'urWorld', 'Dino Land' and others.

     

    There are still vast amounts we want to do and we still have a long list of new features and content we would like to have in, but see how we go in the time frame.

     

    Overview

     

    Survivor placement: Right click a character and move him to a different location.

    post-5086-0-98502100-1481979849_thumb.png

     

    Fortify:

    - Cycle and rotate items to scatter around the scene and impede or destroy zombies.

    - Select between a wooden barricade, concrete barricade, cardboad box, and explosive propane tank.

    post-5086-0-02896700-1481979876_thumb.png

     

    Wave Start:

    - Click the start button to begin the zombie wave.

    - Clicking on a character will cycle beweeen their primary and secondary weapon.

    - Survivors will automatically target the zombies, but is up to the player when to weapon cycle or click

    on explosive objects to detonate.

    - Survive all waves to complete the level

    post-5086-0-09622100-1481979904_thumb.png

    post-5086-0-30901400-1481979927_thumb.png

     

    Map: Once level is completed the map screen will load

    WIP

    • Upvote 9
  6. I tried it out quickly with an exported model; quick rig; and a couple of animations done in Akeytsu and appears it all export nicely. Still quite a few features I haven't looked through yet.

    • Upvote 1
  7. Hi

     

    I'm trying to work out how to have separate parts of a character so they can be shown/hidden for clothing changes.

     

    In Modo I can:

     

    1) Create a rig assign a mesh to the rig. (Main body)

    2) Assign another mesh to the same rig. (Deform able Armour)

     

    This in theory would allow me to show/hide the armour mesh.

     

    When I export the setup out to fbx and is imported into Leadwerks with both meshes export but, they have been collapsed to a single mesh when viewed in the model editor and when added to the scene. So now I loose that show/hide functionality.

     

    Is it possible to export multiple mesh entities with the same skeleton? or in fact know of a better way to handle a modular character?

    • Upvote 1
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