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Archangel35757

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Posts posted by Archangel35757

  1. Awesome work DT... you're becoming quite the coder.  Now you just need to spice things up by adding in more punching styles-- rather than just left or right hooks. 

     

    Would like to see you add:

    1. Left and right straight jabs.
    2. Allow the punches to be thrown while doing the left or right torso dodge move.
    3. Add some lower body straight kicks
    4. Add some lower body roundhouse kicks to opponents knee joints.
    5. etc., etc., etc.
  2. Yes... I will try to compile it for Max 2013 tomorrow and if that works then I can compile it for 2014 also. Sorry, I've just been wrapped up trying to create a dual pivot setup for rotating about different pivot points.

     

    Edit: I still think I'm going to have to modify the "export selected" portion of code for my rig to export properly... but i've gotten bogged down on rig work due to this dual-pivot goose chase!

    DT. likes this
  3. Great work!!!  However, I notice that some (if not all...) of your tags need rotating 90 degrees about the z-axis.  For example, the hands and feet appear to be needing a rotation of 90 degrees about the z-axis (when you compare to an original model in old ModView).  But I'm sure you'll have it all sorted out soon...

     

    I do hope you intend to make a .GLM/.GLA to .FBX converter... or better yet, just add a "Save As" feature in your new ModView program to save it back out to .FBX   :D

    DT. likes this
  4. An interesting thing to ask is what versions of FBX will the converter support?

     

    And what version do you want a test model in? I can supply Toshi's Luke in FBX format so you got a game-ready model with everything and I'll throw in a crappy LOD as well. ;)

    There's already a standalone FBX Converter from Autodesk that converts between different FBX versions. The 2013 Converter can go back to FBX 2006 -- which is the version that would support Max8. Previous converters can reach back farther. They're all downloadable from the FBX converter archives.

     

    So I would recommend using the 2013 FBX SDK. People can then use the Autodesk FBX converters to convert whatever flavor of FBX they have in their 3D package to the 2013 FBX file.

  5. What is that thing on her back? It may or may not be part of her outfit but what does it do?

    It can't be a back pack attachment since the straps would hurt like hell if they had to support any weight.

    Athletic bra supporter. ;)
    DT. likes this
  6. ...However, what MD3 could be used for is bolting a head onto a model and have vertex facial animations. Only need a handfull of expressions. ;)

    Now that's an interesting idea... that would allow you to use morph targets for facial animation in 3dsMax and export result as MD3.

    DT. likes this
  7. Older Quake3 games have the characters made of vertex animated MD3 files... n'est-ce pas? Under skeletal animations all the vertices still have to undergo transformation matrix operations based on their bone weighting... not sure how memory intensive animated MD3's would be.

  8. Question: Is it possible to bolt animated MD3 models onto Ghoul2 characters? Or are only .GLM models allowed? For things like cloth I believe MD3's would be better since they are per-Vertex animated objects and thus require no bones.

     

    Or would this require a coding change to implement?

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