Ok I tought this would be easy but it's not. Basically I submitted an asset pack with 10 chests on the marketplace, but they suggested that I made them openable and animable. The problem is, I don't know how animation works, and after hours of watching tutorials about really specific things, I can't figure out by myself…
Yeah those are pretty unrealistic promises for software like this. The PR is really getting ahead of itself... I would, but I'd probably get the response "submit a patch", "who cares you got it for free you can't possibly complain ever", "wait for 2.6x" or something along those lines. Just to start with 2.49b.... DAE -…
Hi, (first of all...excuse my bad english...he,he) while I did an internship I was allowed to use 3dsmax for my own for a while. I started to make a Skeletor model...but I couldnt finish it until the internship ended. The modeling stuff is quiet done, there are only details which arent so nice (nevermind)...the unwrapping…
Blender works well for environment assets in my experience: Stable, divers toolset for blockouts, pbr preview and modifier stack. I use an addon for batch exporting. It's true that the performance dips when scenes get heavy. In that case splitting scenes and using file linking often helps. Didn't create skeletal meshes for…
Wow guys those links were instantly book marked! If only I had known! haha lol well Ive finished this run of concepts with all the mistakes...next run (same character) I will implement all your awesome feedback...thanks so much! Wake..one question...when you say skeleton do you mean actual skeletal system or a…
You can make changes to the skeleton and import it as a new skeletal mesh into unreal and as long as the bone hierarchy, joint rotation order and orientation matches the original the animations will work. How well they work depends on how much you changed. Obviously if you make a really tall, thin character into a dwarf,…
Hi Folks, I just wanted to let you know about my latest plug-in for Cinema 4D (R10.1 or later)... I/Ogre version 1.3 is now available in the downloads section of my site. This update marks a change of focus for the plug-in... While the original plug-in was written to only support the Ogre3D .mesh and .skeleton file…
First: Export your main weighted mesh as an FBX, without animation. Import this as your skeletal mesh. (make sure animations are not checked on this export) Next: export your animations to Fbx files. I believe one file per sequence, as there is no internal sequence delimiting or import options that I have found. Make sure…
To export a rigged, posed model via FBX you will generally need to export it as an animated file and include the skeletal data - even if there is no animation. If you don't include the skeletal data, Toolbag will not be able to deform the mesh into the pose you've set up. As you've found, you can bake down or apply the…