Search found 331 matches

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Search found 331 matches Page 3 of 34
by Jason Campbell
Sat Jun 15, 2019 7:09 pm
Forum: Assets
Topic: Character with Rig and Animations and a crappy tutorial about transfering weights to a MakeHuman mesh
Replies: 28
Views: 5709
I didn't do any textures for this. So MakeHuman exports textures that are broken? I'm confused. Bottom line, this saves me a ton of time. It doesn't for you and that is fine, as I said don't use it. Putting this together was a huge pain. It may seem pretty simple. If it really bothers you this much,...
by Jason Campbell
Sat Jun 15, 2019 2:15 pm
Forum: Assets
Topic: Character with Rig and Animations and a crappy tutorial about transfering weights to a MakeHuman mesh
Replies: 28
Views: 5709
If you need custom animations, just animate this rig and you have new animations and old soldier animations. Or don't use it at all.
by Jason Campbell
Sat Jun 15, 2019 4:07 am
Forum: Torque 3D Development
Topic: Pre-Release Candidate 4.0 build
Replies: 32
Views: 7169
Hey, I've been attempting to compile the Pre-Release in Linux and so far have some case-sensitive problems. In customShaderFeature.cpp - line 23, it was CustomShaderFeature.h but was supposed to be customShaderFeature.h. Damn case-sensitivity. In meshREnderSystem.h, I changed, #include "core/util/Sy...
by Jason Campbell
Thu Jun 13, 2019 2:31 am
Forum: Assets
Topic: Character with Rig and Animations and a crappy tutorial about transfering weights to a MakeHuman mesh
Replies: 28
Views: 5709
Sorry about that. It was so confusing, keeping all those .blends straight. The model named torqueGameChar300 is torqueGameChar, I just used the same file to make the "finished" character. The reason for the different names is that I made like I was doing the tutorial but didn't upload that same .ble...
by Jason Campbell
Mon Jun 10, 2019 2:37 pm
Forum: Assets
Topic: GenericArms and Soldier compatible with stock animations
Replies: 8
Views: 2686
What you are saying make sense but I still think it will be useful. Especially if you are doing characters with armor or robot characters and the stock animations are all you need. For instance, in like 15 mins I got this result with a bit of posing of an old Maximo character I had lying around and ...
by Jason Campbell
Mon Jun 10, 2019 1:56 am
Forum: Assets
Topic: GenericArms and Soldier compatible with stock animations
Replies: 8
Views: 2686
Very cool Jason. Believe it or not these past couple tutorials/examples have helped me a great deal. If nothing else as I have said before, considering I have found nothing about things like this, and considering how a lot of older tutorials and resources are starting to disappear, I think they are...
by Jason Campbell
Sun Jun 09, 2019 7:46 am
Forum: Assets
Topic: GenericArms and Soldier compatible with stock animations
Replies: 8
Views: 2686
Created a new set of arms and a generic soldier character. It is not game ready but the blend files are included. It may be a good starting point for someone. I did this to practice weighting in Blender but I think I am just as bad now as when I started. Heh. I included the already posed MakeHuman "...
by Jason Campbell
Tue Jun 04, 2019 2:36 pm
Forum: TorqueScript
Topic: How would you get a point that is a distance from another? (2D Vectors)
Replies: 6
Views: 4400
Perhaps VectorDist

%distance = VectorDist(%player.getPosition(), %npc.getPosition());

or
if (VectorDist(%player.getPosition(), %npc.getPosition()) <= 4)
{
Stop your player here
}

Or maybe if it is >=4 move the player closer.

I may be able to help more.
by Jason Campbell
Mon Jun 03, 2019 5:53 am
Forum: Content
Topic: Model Polygon Counts
Replies: 10
Views: 4304
Keep your eye on drawcalls. Use metrics in the console to see. metrics( "fps gfx" ); Try to keep models with single textures. I think adding normals and specular adds a draw call for each. Shadows eat performance a lot, even on decent hardware. I think 1000 is high but others have said 2000 is good....
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Search found 331 matches Page 3 of 34