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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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KotLPL wrote: Simple yet affective. What did you use to create the .obj? I imported the meshes to maya, saved as .ma. Used filemaker.exe to convert. I can post the ini's needed later.
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Mon Dec 15, 2014 5:39 pm |
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KotLPL
Rank 14
Joined: Wed Aug 21, 2013 12:34 pm Posts: 133
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Thanks, I was hoping it didn't involve maya.  I understand it is a great option for devs but for us little guys it just locks us out.
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Mon Dec 15, 2014 5:44 pm |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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Well, nothing stops you from creating meshes in any 3d software and sending them to somebody with a maya license/install. For simple objects, not much needs to be done in maya itself, just naming the objects and adding a shader is like 5 minutes work.
Edit: Note that you can get a license for maya 2009 for around 200 Euro these days, so it's not exactly expensive (compared to what it cost in 2009)
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Mon Dec 15, 2014 5:51 pm |
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rezzabae
Rank 14
Joined: Thu Aug 14, 2014 7:23 pm Posts: 156 Location: #0BADF00D - #FEED1337
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Keep an eye on polycount while creating any new Object. If you convert a model from a cad tool it will make polygons out of NURBS surfaces. This might lead to vast amounts of triangles... You might want to use normal maps or just alter the normals to keep the smooth look.
Do you want to upload the model as fbx and the ini?
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Mon Dec 15, 2014 6:56 pm |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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rezzabae wrote: Keep an eye on polycount while creating any new Object. If you convert a model from a cad tool it will make polygons out of NURBS surfaces. This might lead to vast amounts of triangles... You might want to use normal maps or just alter the normals to keep the smooth look.
Do you want to upload the model as fbx and the ini? The problem is that I have no clue doing things in maya. I tried some things like smoothing the input mesh for a try, but it led to filemaker barfing. The funny thing is, if I create something in maya (be it nurbs, poly, whatever) filemaker barfs also, telling me that the object is not a maya mesh...importing from a wavefront obj on the other hand works. If you know maya, can you explain how to use normals? Attached File contains .ma + ini
Attachments:
bender.zip [44.02 KiB]
Downloaded 782 times
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Mon Dec 15, 2014 10:52 pm |
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modderman
Rank 14
Joined: Fri Jun 27, 2014 2:57 pm Posts: 169
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Cool.
Attachments:
x2.jpg [ 130.93 KiB | Viewed 14978 times ]
x1.jpg [ 127.57 KiB | Viewed 14978 times ]
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Tue Dec 16, 2014 2:37 am |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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As you may notice there, my collision mesh for that is really crappy. The problem is it seems to need a convex hull, but anything I use that is "curved" like the bender, like a trapezoid makes the girl jump on her belly uncontrollably XD
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Tue Dec 16, 2014 2:47 am |
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modderman
Rank 14
Joined: Fri Jun 27, 2014 2:57 pm Posts: 169
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riftporn wrote: As you may notice there, my collision mesh for that is really crappy. The problem is it seems to need a convex hull, but anything I use that is "curved" like the bender, like a trapezoid makes the girl jump on her belly uncontrollably XD It work okay. Also check PM. 
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Tue Dec 16, 2014 2:59 am |
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Pickled Cow
Rank 17
Joined: Wed Apr 17, 2013 10:59 am Posts: 509 Location: Cursed Pickle Jar
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modderman wrote: Also check PM.  >modderman PMing someoneAttachment:
QMwX24n.gif [ 1.67 MiB | Viewed 14967 times ]
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Tue Dec 16, 2014 3:05 am |
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riftporn
Rank 16
Joined: Wed Aug 07, 2013 4:51 pm Posts: 315
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Pickled Cow wrote: modderman wrote: Also check PM.  >modderman PMing someoneFirst customized dildo incoming tonight 
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Tue Dec 16, 2014 10:44 am |
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