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3 Dimensional Chat / Double sided planes in gameSpace for clothing

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Shadow Coderer
18
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Location: UK
Posted: 8th Mar 2007 16:51
Hang on! Vertex animation is not exported according to the gamespace manual. I want vertex animation for the cloth as well as the characters face. That is why I plan to do it via milkshape.

"If I die, tell my wife 'hello'"
JimB
22
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Location: UK
Posted: 8th Mar 2007 17:09 Edited at: 8th Mar 2007 17:10
Never mind
tyrano man
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Location: Battle City - Kalspher :)
Posted: 8th Mar 2007 18:30
Yer thats what I thought, I knew you could just do whole object animation, but I always thought it didn't export bones. Does it export bones to MS? Then you could just use it's .X exporter.

Tyrano

Yay I got FF XII, and it totally rocks! Love the new battle system
Moondog
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Posted: 8th Mar 2007 19:32
another reason python is something to look into...you can easily wip up an exporter for vertex animation in x format

MOONDOG


current projects: Mystic Dream // red // battle room
tyrano man
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Location: Battle City - Kalspher :)
Posted: 8th Mar 2007 20:07
Have you done it?
if so, could you post the script

Tyrano

Yay I got FF XII, and it totally rocks! Love the new battle system
Shadow Coderer
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Posted: 9th Mar 2007 17:14
I'm still hoping that it doesnt need to export to ms, rather that ms can read the caligari object file. Speaking of caligari, update to gamespace EXTREMELY overdue! Hurry up, curses!

"If I die, tell my wife 'hello'"
tyrano man
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Posted: 9th Mar 2007 20:18
Ive done it, just export to .Ms3d from GS, open in Milkshape and save with animation. Done.

Yay I got FF XII, and it totally rocks! Love the new battle system
Shadow Coderer
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Posted: 9th Mar 2007 21:32
Nice one! Does that include bones and vertex animation?

"If I die, tell my wife 'hello'"
tyrano man
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Posted: 9th Mar 2007 22:09
Yup, It won't import the actuall bones; but click anim, and youll see that your model kept all its animation Animate it all in GS first

Yay I got FF XII, and it totally rocks! Love the new battle system
Shadow Coderer
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Posted: 9th Mar 2007 22:53 Edited at: 9th Mar 2007 22:53
No bones? I need teh bones! Dbpro wants the bones! Fine, I'll animate in milkshape, jees!

"If I die, tell my wife 'hello'"
tyrano man
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Posted: 9th Mar 2007 23:03
Why do you need the bones? I'm just curious. I only need the animations.

Yay I got FF XII, and it totally rocks! Love the new battle system
indi
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Posted: 10th Mar 2007 08:37
i would use the obj format to cross over

tyrano man
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Posted: 10th Mar 2007 09:49
Gamespace can import .obj But can't export it. Using milkshape seems to be good enough for me; it keeps all the animation info.

Yay I got FF XII, and it totally rocks! Love the new battle system
JimB
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Posted: 10th Mar 2007 11:48
Quote: "Gamespace can import .obj But can't export it. Using milkshape seems to be good enough for me; it keeps all the animation info."


It can using the LUUV tsx which comes with GS 1.5 hold down ALT and LMB the Obj(LUVV) icon,the Wavefront object format can export groups but not animation though.
Shadow Coderer
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Posted: 10th Mar 2007 17:38
I want the bones for darkbasic pro. Plugins like enhanced animations require the bones for many of its commands, I believe. Still, I havent actually got to the rigging stage yet anyway, but when I do, I can carry out a few tests and such.

"If I die, tell my wife 'hello'"
tyrano man
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Posted: 10th Mar 2007 19:28
Kwl. If you need the bones, then you gotta do it in Milkshape

Yay I got FF XII, and it totally rocks! Love the new battle system
Shadow Coderer
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Posted: 16th Mar 2007 20:36
Update on the question! It is proving to be to painful to simply maipulate two sides of verticies. Would it be possible to use the culling solution as suggested by Ruccus, and then code an alternate culling system, which hides the polygons that are obscured by polygons in front of them? That way, I could get away with only one side of polies, and generall make my life easier!

"If I die, tell my wife 'hello'"

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