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Graphic Problems and questions


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#21 Ridder Geel

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Posted 05 June 2009 - 10:07 PM

Well i suggest you bind them to 1 bone, or just the center bones (if there are any).
Or get 3ds max :) :shiftee2:
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#22 NewErr

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Posted 06 June 2009 - 07:15 AM

Well i suggest you bind them to 1 bone, or just the center bones (if there are any).
Or get 3ds max :xcahik_: :xcahik_:


Word, I'll take the first tip ! :p Thx

#23 NewErr

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Posted 22 June 2009 - 06:02 PM

I got this in my mind for a while ...

So what are the steps for alternating animations ?

For example I'v got the Elven warrior that has the original animations . I want that, when he attacks, to have the animations of Glorfindel . Any tips ?

Edited by Valaquenta10, 22 June 2009 - 06:03 PM.


#24 Ridder Geel

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Posted 22 June 2009 - 07:09 PM

Well first hope that the bones are the same ones and at the same (almost same) position :p Then export it with the elven warrior skl... ;)
Cant really give tips about animations though, because sometimes its really hard to take an animation from one unit and put it on the other, you should consider making an entirely new animation if it looks like 'converting' this one might take longer :party: :aarambo:
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#25 NewErr

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Posted 22 June 2009 - 07:31 PM

Hmm

And if the bones are not the same ?
Can I rename them and export the animation ? :p

#26 Ridder Geel

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Posted 22 June 2009 - 08:37 PM

yes... but the animation might be messed up :p
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#27 Nertea

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Posted 22 June 2009 - 09:59 PM

If there are the exact same number of bones in the (almost) exact same positions it may work.

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#28 NewErr

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Posted 28 January 2010 - 07:11 PM

Anyone knows why sometimes in 3dsmax the model goes upside-down when i bind to Space warps ?

#29 Ridder Geel

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Posted 28 January 2010 - 07:15 PM

Dunno why, but export and import that part again and the problem should be gone :)
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#30 NewErr

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Posted 28 January 2010 - 07:29 PM

A bit bored of reimporting every piece from my model ...

#31 Kwen

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Posted 28 January 2010 - 07:56 PM

Dunno why, but export and import that part again and the problem should be gone :)


There is a MUCH easier fix. Under the tools tab (where the w3d tools are) click the object that does the flipping, and click reset Xform. Click reset. Then, convert the object to editable poly/mesh. Now link to the wwskin and it should no longer flip. :p

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#32 Ridder Geel

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Posted 28 January 2010 - 08:41 PM

Aight... good to know for me too :)
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#33 Nertea

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Posted 28 January 2010 - 09:00 PM

Also note that if it turns inside out, apply a Normal modifier.

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#34 Kwen

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Posted 28 January 2010 - 09:04 PM

Yeah "flip normals".

Or, as I had happen to me once. "unify normals" if part of the mesh is normal and another part is flipped. (Happens when extruding edges. Sometimes the visible portion of the plane is on the wrong side.)

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#35 NewErr

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Posted 28 January 2010 - 09:26 PM

Thanks guys , It turned inside out but I did it . :)

#36 NewErr

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Posted 29 March 2010 - 08:45 PM

It seems I can't export my Alpha channels when I save my DDS ( I mean showing some parts of my texture transparent ... Anyone can help me a bit?

Helping photo ,,,
Posted Image

Edited by Valaquenta10, 29 March 2010 - 08:47 PM.


#37 Kwen

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Posted 29 March 2010 - 08:57 PM

Looks fine. You have the alpha channel set so the transparent parts are black and the opaque parts are white right? And before exporting the alpha channel must be visible (all black areas that will be transparent, will appear red.)

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