Export/Import PSK and PSA. New Garrett's model. - by lolkabl
Beleg Cúthalion on 13/11/2013 at 19:12
I dreamt about going to some kind of parish fair and watching tornados at the edge of the field. I wouldn't wonder if the angry brown box appeared very soon, too.
Beleg Cúthalion on 20/11/2013 at 07:29
Now it looks like the birthplace of Tangiers: (
http://www.youtube.com/watch?v=tGZzQMS5Y70)
Sorry about the Garrett mesh files. I couldn't find them on my HD yet, maybe I never had them. :erg:
lolkabl on 27/1/2014 at 14:57
IT TAFFEN WORKS! (
http://youtu.be/nW7gzeSWmsE) Don't mind about his ugliness, textures has some problems, but it's not important. His legs ARE OK.
At this moment I'm refreshing tutorial. I knew that all my problems are because i don't see a little buttons. Button calls "Use Physique".
snobel on 27/1/2014 at 18:10
That's more like it! :thumb: Congratulations on the progress, I'm looking forward to your FM.
Beleg Cúthalion on 29/1/2014 at 19:01
It's really great that we can still see progress like this for T3(Ed). Keep up the good work! :thumb:
(...and we'll try to do something useful ourselves...)
Judith on 25/4/2016 at 10:00
With everyone starting with grand things (and me knowing nothing about animation), I thought it would be wiser to start with something simple. Like a waving flag or something. I kinda managed to do that, with Skin modifier and bones, but I have problems with the ActorX plugin. The Ion Storm version makes my 3dsmax crash every time I try to select it - no idea why. I replaced it with the Epic ActorX for Max 5 ((
https://udn.epicgames.com/Two/ActorX.html) download here), and it seems to be working with T3Ed as well. You can generate PSK and PSA files, and T3ed recognizes them and generates additional files. You can see the skeletal mesh in T3Ed browser and assign animations. If you create something new, you don't need Milkshape or any other aplication, 3dsmax 5 and ActorX plugin will do.
I have to work on a few things though. The skeletal mesh orientation is messy, i.e. different from 3dsmax, it has no collision, and the shadows are kinda cast inwards (?). Not sure what's causing all that, it might be either incompatibility of the ActorX plugin or my ignorance of using the bone/skin system. Editor-shipped meshes have specific bone names and note tracks for animations, I might need to import and study them to wrap my head around the whole workflow.