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Re: Modelling node and animation problem
Posted: Sat Nov 10, 2012 7:42 am
by Asteroth
@xanathar I think I'll try to do that. I've worked on this thing for a long time now. When I complete it I think I'll Upload the shieldless skeleton before modding it. I can see a lot of people working with a shield free (and arm down) skeleton as a base for further modding.
Re: Modelling node and animation problem
Posted: Sat Nov 10, 2012 8:37 pm
by wallasaurus
If anyone is using 3dsmax I could tidy up my export code and put it up somewhere? It can export anims from max correctly.
Re: Modelling node and animation problem
Posted: Sun Nov 11, 2012 12:39 am
by Xanathar
@wallasaurus
I for sure would benefit from it as I use 3dsmax!

Re: Modelling node and animation problem
Posted: Sun Nov 11, 2012 12:46 am
by Komag
I think quite a few folks would benefit, especially over time in the coming months

Re: Modelling node and animation problem
Posted: Sun Nov 11, 2012 3:37 am
by Asteroth
Great, I can lower the shield and move the arm to a reasonably passable position
See here:
However, displaying a lack of foresight, I did not think of the fact that the arm of course stays in that exact same position even
as the skeleton bends forewards. Now I have a skeleton fighting while it's arm has fallen asleep. I may be able to use it for the creature
I want (Pitch black, semi-transparent, black mist particle effect). But it's definately not usable for normal purposes. Hmm maybe for my
creature I will scale it's arm down by 10 to 15% and turn it inward so it will look withered or mutated.
Re: Modelling node and animation problem
Posted: Sun Nov 11, 2012 4:41 am
by Komag
or just make it disappear. Nothing wrong with a one-armed skeleton!