ascottk on 13/7/2009 at 17:39
Quote Posted by massimilianogoi
Damn! Today I have been all the day trying making the walk animation, when I have discovered that I've done a wrong skeleton.
When the bot starts to lift the leg, the shin disappears into it, due to the junction:
(
http://rapidshare.com/files/255409911/combot_cammina_temp.max.html) http://rapidshare.com/files/255409911/combot_cammina_temp.max.html
It is possible to edit the bones without losing all my abundant rigging?
Export the physique envelopes through the roll out, tweak, then open the *.phy file to restore the envelopes.
There's something about custom skeletons that do not work too well in TDS. That's why I'm having problems with the spider. I know in maya you can use preferred rotations but I don't know about max.
massimilianogoi on 13/7/2009 at 20:28
!
It seems to work! :)
massimilianogoi on 4/9/2009 at 07:43
So, I have made some changes, in order to follow more loyally the cutscene bots animations, where they moves the head when preparing Karras:
Inline Image:
http://i27.tinypic.com/2jfnkg3.jpgInline Image:
http://i26.tinypic.com/2q1c3mc.jpgI have detached the neck polygons, and restricted them, in order to simulate a mechanical movement when the robot moves the head and the neck, instead leaving all attached, and then doing a deformable movement.
I would appreciate to know what you think about.
massimilianogoi on 4/9/2009 at 07:58
In game:
(
http://i32.tinypic.com/2zny24x.jpg) http://i32.tinypic.com/2zny24x.jpg
It seems enough satisfying :). Before tomorrow you will see the robot walking and doing some other stuff.
New Horizon on 4/9/2009 at 16:26
The texture could be scaled up and repainted. The model should have a hi-poly version built upon the original, and then repaint the texture. The original texture has a lot of shadows and details on it that would be handled more appropriately by the T3 engine since the old textures try to compensate for the lack of normal mapping.
Judith on 4/9/2009 at 17:08
Yup, I guess the ideal workflow in this case would be a typical procedure in game design these days:
1) a medium-poly model made upon the original mesh, edges added to have quads everywhere for better subdivision later
2) export to a program like Zbrush where you sculpt details on the mesh and subdivide it's surface, making the high-poly version
3) export it back to max, make a low poly model based on optimized high poly model.
4) unwrap the low poly model UVs, render to texture the high poly model and use photoshop or gimp to make and tweak diffuse, normals, AO and such.
massimilianogoi on 4/9/2009 at 18:00
I've already added some more polygons, and certainly I could add some more, but for what means the textures, unfortunately I am not a designer :tsktsk: So I cannot do anything...
More than one year ago I asked to John P to enhance these textures, but he refused. Too bad that I cannot have a better texture.
More: I noticed that the bot animations of T2 were wrong, because the thigh entered into the cannon-arm O_O, so I have decided to rebuilt them without being loyal to the T2 ones. Let's see how this will be.
massimilianogoi on 4/9/2009 at 19:09
Help!! When adding new polygons I just noticed that the vertex are unwelded!! O_O
Inline Image:
http://i28.tinypic.com/2hi5s9l.jpgSomeone knows an applications in 3dsmax / an external program to weld automatically the approximates vertex?? I don't want to stay there to weld more than 200 vertex :-S