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28th August 2007, 03:47 PM | #1 |
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Re: need help with Ac3D
Thanks lisa for all the infos and the video (the anim is really cool and your capture is ok).
Painting over the 2D wireframe ... I should have guess BTW : I just saw on your website that you had been involved into a game that I have in my PS2 games collection (Splashdown). This game was a great fun even if it was already too hard for me in the middle (I'm not what we can call an "hardcore gamer" as you can see ;o))
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OL. Last edited by luuckyy; 28th August 2007 at 03:54 PM. |
28th August 2007, 04:19 PM | #2 | |
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Re: need help with Ac3D
Quote:
Tuning is always so tricky. No matter what you do, it's always too hard for some people and too easy for others. <sigh> The magazines really blast you when your game is too "short", and magazine reviewers are all pro players, which is why I think there is a bad tendency for everyone to tune their games too hard. Personally, my belief is that the best approach is to make the main missions easier then make "side quests" that are optional but quite tricky, although that approach is certainly easier to implement in some genres than it is in others. |
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29th August 2007, 09:50 AM | #3 |
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Re: need help with Ac3D
hi
one question to lisa, because she always know all is somewhere a plugin downlad for ac3d aboutrigging??? or is there no plugin for ac3d rigging??? reborok |
29th August 2007, 04:00 PM | #4 | |
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Re: need help with Ac3D
Quote:
To "rig" the model, first move the pivot point of each mesh to where the center of joint rotation should be. For example, for a forearm, move the object center to the end of the mesh where the elbow would be. In the AC3D settings, be sure to check-mark "Rotate about object centre". This will allow you to test your joint placements. If they move correctly when you drag them with the rotation tool, you know you have the joint in the right place. Next, you need to setup your hierarchy. Switch to Group Mode by pressing the button on the ribbon bar. Next, go to Tools > Hierarchy View. Group the model parts so that they form a logical tree, with the root joint of the body part at the head of each group. For example, if you were making a character, group the toe to the foot with the foot as the root; then the foot to the ankle; then the ankle to the thigh; then the thigh to the pelvis. Keep going until you have everything connected. That should be all you need for most setups. |
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