massimilianogoi on 7/9/2009 at 01:41
Thank the Builder, I am near to finish this bot. Between some hours thou wilt have the first video of it walking.
Judith on 7/9/2009 at 10:53
Cool, the shadows look a little weird but the model looks nice.
massimilianogoi on 7/9/2009 at 10:59
Yeah! ahahah I really don't know how to get rid of this problem.
Judith on 7/9/2009 at 11:09
Isn't that what Ziemanskye mentioned sometime ago? If you have a model which is not "sealed", i.e. with some surfaces deleted (like some faces on the inside that would never be seen by the player), it won't cast shadow. In max you have to select all mesh borders and use Cap function for that. Or maybe do that manually, one by one. You can use imported BF texture later to make those surfaces invisible again. It's tedious work :sweat:, but should give you the shadows again.
massimilianogoi on 7/9/2009 at 21:36
I asked this, here, three posts ago, but no one answered :sweat:. Well, now I know what I have to do, thanks. Hope it will be all right.
Judith on 8/9/2009 at 08:17
Quote Posted by massimilianogoi
I asked this, here, three posts ago, but no one answered :sweat:. Well, now I know what I have to do, thanks. Hope it will be all right.
If you need a detailed explanation for this, write a PM to Ziemanskye, I'm sure he'll give you more descriptive answer.
massimilianogoi on 8/9/2009 at 13:56
OK. Anyway I'm not hurry now, since I respected my timetable. I will give a try with that cap thing, and after that, if it doesn't work, we will talk about between some week.
massimilianogoi on 5/10/2009 at 00:44
Quote Posted by Judith
Isn't that what Ziemanskye mentioned sometime ago? If you have a model which is not "sealed", i.e. with some surfaces deleted (like some faces on the inside that would never be seen by the player), it won't cast shadow. In max you have to select all mesh borders and use Cap function for that. Or maybe do that manually, one by one. You can use imported BF texture later to make those surfaces invisible again. It's tedious work :sweat:, but should give you the shadows again.
So good Judith :D You were right about there is a function on 3dsmax to join and fix all the vertex, but it's not Cap, Cap does nothing this time, I have tried. The function is "Selected", under the Weld subpanel, in the Edit Geometry section: select all the vertex you want to weld with drag and drop, then click on that "Selected" button. :thumb: Here we go.
Plus: I have noticed there's alot of improvements about editing in the 2009 edition. I will definitively start to edit with that, then exporting in 3ds format, then importing in the 5.1, texturing, and exporting in .tim.
Judith on 5/10/2009 at 05:59
I'm glad it worked for you :) Definitely, 3ds max 2009 has a lot of improvements over 5.1, especially because you can use editable polys. Edge connect or loop is a must for me right now :)