After more testing it's not always the case that bip files need to be saved with keyframe per frame checked but most of the time. It's difficult to know when it's needed. I'm trying to sync up all the bip files so that they all start from the same position in world space. Trouble is when I line up their COM to 0,0,0 using…
once i stopped caring what other people thought of what i like, i started to enjoy the things a lot more. i also like Linkin Park(most kick ass concert i will probably ever see), love SW Ep 1 and 2 and FF:Spirits Within, and i like Metallica's Load and Reload albums(yes sidwell i have no taste!), and i regularly listen to…
hmm, never seen this before. What happens when 1-you save out a .bip file of the animation 2-trash the biped character 3-create a new biped character 4-reload the bip. Could this have happened because of adjust pivots for either the lower spine bone, or pelvis? Are subanims on? Just some of the things that came to mind…
fyi, the mip-viewing shader SouL mentioned, you can do this in any engine that supports dds files... save a dds from photoshop using nvidias freebie tool, then reload it with the option to see all the mips. Manually fill each mip level with a different color (or better yet text with the width/height numbers), then save it…
Thanks monster. That looks like that will be the best. Its weird one of the legs I was able to reflect with the meshed object under the dummy with the bones and keep the skin. The other leg skin mesh messed up though. I tried reloading a saved skin envelope reference with effect. It also would do "funky" things if I tried…
Thanks Lotekk. It's a fast model and dirty model, but what you pointed out is actually a re-occuring problem for me, so thanks. I made some quick adjustments a reloaded the image. The character is sort of a swamptroll, perhaps a little bit on the warcrafty side, so he could have some amphibious charcteristics defintely.…
Got done with the high poly! Please let me know if something leaps out at you guys/gals that I need to fix before diving into the low-poly. I also didn't model the entire inside of the receiver that tilts forward since it isn't viewed at all during the reload animation. Should I model the entire inside? I am unsure if it…
Managed to find the issue in Xnormal :) It seems the "edge padding" setting was set to high which caused the brick color to "drown" the grout color. Also, my grout texture consisted of 2 polygroups which actually splitted the mesh in 2 seperate ones. I collapsed them together and reloaded them and voila: Really thanks a…
Ah, actually I have having the opposite problem. It always returns false. I had only tested concave objects previously. It seems to be a caching issue. Whatever was first returned per object the answer will remain until the max file is reloaded. (I tried gc, but it didn't work.) This is a terrible workaround, but it seems…
The RPG should be modeled as 2 pieces; you'll also need to model the booster & motor if you plan on reloading. The flare at the base of the RPG should be vertical, not angled. If you plan on making a commercial pack, you should ensure they are all from a related era - very few games use weapons from ancient times through…