Search found 252 matches

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Search found 252 matches Page 1 of 26
by Steve_Yorkshire
Tue Jun 12, 2018 1:10 am
Forum: GUI
Topic: Another GuiOnObject Resource
Replies: 1
Views: 243
Youtube tags do seem to be Kaput :?
by Steve_Yorkshire
Tue Jun 12, 2018 1:06 am
Forum: Tools
Topic: Steam Achievements
Replies: 3
Views: 295
Oh and it's worth pointing out that at the time the game example Valve provided differed wildly from the available documentation, hence some of my code comments.
by Steve_Yorkshire
Tue Jun 12, 2018 1:03 am
Forum: Tools
Topic: Steam Achievements
Replies: 3
Views: 295
Quick thread on how I set up steam achievements for Airship Dragoon - NOTE: this was done years back with Torque3D 3.8 and I had no idea what I was doing - but I've never let that stop me! :lol: First up add all of the neccessary steamworks files to your project solution. As I wasn't using stats or ...
by Steve_Yorkshire
Fri May 25, 2018 8:17 pm
Forum: Tools
Topic: Convert FBX To DAE Via Visual Studio
Replies: 4
Views: 415
If anyone tries to import an FBX file into Blender and gets the error message about "unsupported fbx version 7500" it specifically requires Visual Studio 2017 to load into and then save out as DAE. Autodesk's own FBX converter tool predates this at 2013.
by Steve_Yorkshire
Mon May 21, 2018 12:04 am
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 692
After some work I managed to get the extended soldier death animations working with the zombies. Zombie arm bones are different to soldier so they kinda come out as a terrible misshapen mess. I ended up having to pose the arms manually which was a bit of a pain (trust GG not to stick with one source...
by Steve_Yorkshire
Sun Apr 29, 2018 7:25 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 692
http://www.filedropper.com/soldierallanimsnamed
Soldier dae for blender with nodes/bones correctly named and a mount0 added
by Steve_Yorkshire
Fri Apr 27, 2018 2:34 am
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 692
Oh and pro-tip: always export the bounds with the movement animations or else the armature runs off for 10 feet before jarring back! :?
by Steve_Yorkshire
Fri Apr 27, 2018 1:40 am
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 692
Well, I'm out of ideas for the moment. That wasn't a very long moment ... :lol: I imported the animation into the Blender Zombie and deleted everything but the first 150 frames (GG stock zombies have root 30-150) and imported it as a standard "ambient" animation. I then took this internal anim and ...
by Steve_Yorkshire
Fri Apr 27, 2018 1:02 am
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 692
Well, I'm out of ideas for the moment. When a Blender Zombie AI spawns it just sits in the pose state (not rootpose, a different one which it has in the editor). When a movement animation ends the Blender zombie stays in the last frame until a new movement animation triggers. Run works, Sprint_Forwa...
by Steve_Yorkshire
Thu Apr 26, 2018 10:02 pm
Forum: Content
Topic: GG Zombies FBX Working In Blender
Replies: 9
Views: 692
Okay found a few issues/causes: First up the weird bone naming of Bip001A, Bip001B, etc are because the bone names have spaces but the IDs of the names have underscores, so all them need changing. :roll: https://i.imgur.com/sEekx0Z.jpg Rename the bones from "Bip001 Pelvis" to "Bip001_Pelvis" and the...
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Search found 252 matches Page 1 of 26