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Posts posted by thunder
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yea, a weapon and player tutorial would be nice, and then I mean how the models need to be, the rest there is tutorials for.
I've created a playermodel, not a good one.. but its my first 3d person.
I have bind it to the original skeleton that follows Torque, but I cant use the animation that is allready there.
How can this be?
just gets wierd stuff like this:
http://i1.wp.com/www.wolfsquad.org/wp-content/uploads/2015/09/wierd.png
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You could start by creating some art tutorials for torque3d. In this tutorials you could update some of the default models from the engine and show the workflow that you used.
Is it this you are doing?
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Just wonder if someone has a working xp point system working and are willing to share ;)
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Wow, thanks for digging up that docs page, that's really thorough!
Well I wont take credit for that as it was Dragofire over at garagegames who digged it up :D
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NVM, finally found a solution on the old forum:
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What modeling program do you use?
The real problem is that the first person animations are contained in the weapon model itself.
Furthermore it is pretty hard to alter the existing animations to create new animations. That is why I recycled the lurkers existing animations for the shotgun.
I will upload an image of all the bones/nodes. The actual model skin only contains bn_Gun_Root, bn_Bolt, bn_Ammo_Clip and bn_Grenade.
I believe you can move the Muzzlepoint right in torque shape editor (I could be wrong) to correct your muzzle problem.
Link to image
I have had zero time to work on anything Torque related. In theory you should be able to create separate biped animations and ad them to the weapon.
Thanx Jason, I am using Milkshape and a bit of blender.. Blender to import collada because ms3d can only export :(
wish I was able to figure out blender really, But it seems I am stucked on Milkshape, the program most people hate :)
I know I have to make animations in FP gun, but do I then need FP arms with me there with the bones?
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http://www.wolfsquad.org/wp-content/uploads/2015/08/WIP_bunker-585x300.bmp
http://www.wolfsquad.org/wp-content/uploads/2015/08/bunker.zip
simple bunker, use as you wish if you wish
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Import the default ones and look how it is done or look how others did it, for example here: http://forums.torque3d.org/viewtopic.php?f=24&t=109 he build a shotgun upon the default rifle, there you can see what he added and what changed.
Not much help in that...
But I think I start to figure it out.. It seems you can add the nodes you need in Torque
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Dont missunderstand me here, I know how to make models, have made over 100...
But I am only able to replace the lurker ingame with my model as shown here:
http://i0.wp.com/www.wolfsquad.org/wp-content/uploads/2015/08/weapon.png
But it doesnt work correctly and the flash is in the middle of the weapon..
Now I know about the scripts I need to make a new weapon.
But I need to know what the FP weapon needs and the TP weapon needs when it comes to extra meshes and bones and such
Could anybody please bother to help me out here :)
Thanx in advance

Beginner 3D Artist/Animator looking for projects
in Looking for work
Posted
sadly it seems so.
Because in my book when you use the same skeleton as the game, you should also be able to use the allready made animations..
But then I got more questions, should the animations only be with the weapons?