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Work in Progress / EZactor - Character Creation Tool

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Narf The Mouse
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Posted: 28th Apr 2006 19:25
Looks like it's coming along great. Looking forward to buying it. Human models are hard.

Cheese!

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JHA
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Posted: 29th Apr 2006 19:52 Edited at: 29th Apr 2006 19:54
Looking Great Wolf!!

Seems like you've already chosen a name, but here is a suggestion anyway.

3D H.U.M.A.N.

Which is an acronym for:
3D Honing Utility for Modelling and Animating Naturally

or

3D Honing Utility for Modelling and Animating Now

Just a thought.

Thanks
Joe
zircher
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Posted: 30th Apr 2006 17:18 Edited at: 30th Apr 2006 17:26
With the right hair, hats, and textures, it could be easily used for non-humans too. (Especially those Star Trek humans with funny bumps variety of alien.)

The more I think about it, the more I like EZActor. It really does get the point across that the process is easy and as fun as say character creation in the Sims.

Fictional blurb: "All the world's a stage. But, what do you do when the stage is empty? Use EZActor." - Insert rapidly paced slide show that builds an actor within seconds and then shows off a a lot more finished actors and features. - End with audience applause and contact info.

Side track, one idea for promoting this program might be to make a special release version that allow you to play with the program and only save a profile shot of the actor. You could then have a little contest to assemble 101 faces for the previously mentioned fictional ad. Perhaps giving the contestant a small discount coupon on the final product if they do enter a picture in the 101 faces of EZActor contest.

Just rambling away this morning, I'm in the middle of the Ludum Dare and I needed to take a break from the code-fest.
--
TAZ

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granada
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Posted: 1st May 2006 21:33
First time i've seen this,Well done .I for one would buy this.

Dave

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Chris Ritchie
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Posted: 2nd May 2006 02:58
I think this deserves a sticky, excellent work.

Lead programmer ULIDIA
Belial Productions
granada
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Posted: 5th May 2006 22:49
Hows it coming along WOLF .

Dave

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Ron Erickson
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Posted: 5th May 2006 23:34
Things are going good.
I'll try to post some new screens and give a more "in-depth" reply over the weekend. In short, I have the texturing re-done for the whole upper-body and about half-way done for the lower body.

Thanks for asking

Sorry for being so short and not replying to the messages above yet. I've been busier than usual

I have an idea to keep things on schedule that I'll talk about later.

-Ron

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Lazlazlaz 1
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Posted: 6th May 2006 21:25
im lazy so i havent read the whole thread, but will it be possible to alter the poly count? i need to make some models for my rts, and im planing on having perhaps 200 models on-screen, and i need models of max 50 polys or less.
btw, nice program

Hmm
Ron Erickson
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Posted: 7th May 2006 03:39 Edited at: 7th May 2006 03:40
Quote: "im lazy so i havent read the whole thread, but will it be possible to alter the poly count? i need to make some models for my rts, and im planing on having perhaps 200 models on-screen, and i need models of max 50 polys or less."


There isn't much that you can do in 50 polys. This won't be the right program for that. Sorry.
The poly count will be dependent on the options chosen. On average there should be around 1600 polys per character. That isn't a lot considering the detail. I was planning to eventually look into a built-in poly reduction system, but it will be a while befor I get to that.



I've been updating/changing/improving a lot more than I originally thought. It has slowed things down a bit more than I hoped, but overall, the quality of the models has really increased.
I was really wanting the initial release to be in June. That goal is looking difficult now. In addition to the content of the program, I still have to work out some other things such as copy protection, a web-site, and getting all of the business stuff straightened out. It is doubtful that I will be able to wrap all of this stuff up into a package that I would consider "finished" in that amount of time. I am now considering releasing an EA (Early Adopter) version.
If I do decide to release an EA version, it would be at a discounted rate. It would also be upgraded to the final version (once released) at no additional cost. Mostly, what it would be lacking is content. It would give people an opportunity to start using the models and getting them incorporated in their games. In the time between the release of the EA version and the final version, I will also release content as I finish it. It would be great from a bug-testing standpoint too. I'll see how things progress over the next couple of weeks before I decide for sure.

Here is a new pic. The characters won't ever be this naked in the app (sorry girls ). I threw up the "censored block just for effect. The character models are about as anatomicly correct as a Ken doll. Sorry, porn games will be difficult to make without some of your own additions



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JimB
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Posted: 7th May 2006 09:40
Quote: "I was planning to eventually look into a built-in poly reduction system, but it will be a while befor I get to that"


If you do checkout Q slim.
Duffer
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Posted: 7th May 2006 10:13
EA Version gets my vote so long as it dosnt slow you down to much with the final version...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
JimB
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Posted: 7th May 2006 11:45
Hey Wolf if you need a beta tester let me know.
granada
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Posted: 7th May 2006 22:07
Quote: "If I do decide to release an EA version, it would be at a discounted rate. It would also be upgraded to the final version (once released) at no additional cost. Mostly, what it would be lacking is content. It would give people an opportunity to start using the models and getting them incorporated in their games."

Sounds cool to me .

Dave

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Ron Erickson
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Posted: 8th May 2006 21:31
Quote: "If you do checkout Q slim. "


Will do. I have already investigated some poly reduction alogorithms for another project. It will be a while before I consider trying to incorporate it into 3dcm, but when I do I will remember to look at your suggestion.

Quote: "EA Version gets my vote so long as it dosnt slow you down to much with the final version..."

Quote: "Hey Wolf if you need a beta tester let me know. "


Well, I don't know how much it will slow me down with the "final" release, but look at it this way:
You will be able to get it sooner. I will be able to produce some cash flow from it which helps in the free-time department (I have a wife ). People will just have to consider that it is "unfinished". So if you find a bug here or there - report it. I will do my best to squash it. I will definately keep in mind that the EA users are paying for the product and do my very best to support it and keep it growing.
Since the product is "unfinished", the EA users can help steer the final product. I will be open to suggestions on everything from the general content to the GUI.

I got a good bit done over the weekend. As you can see from my last picture, I now have texturing implemented for the entire body. That took a while because I re-mapped the entire model in a more logical and efficient layout. That has allowed beter texture resolution for most parts of the model. The only downside is that I now have to go back and re-do the texture unwrapping for all of the other body parts in all of the other build sizes (thin, average, muscular, overweight). I hope to finish that up before next weekend. I will then be able to start working on clothing (thank god, I am really starting to get tired of looking at this naked guy! )

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lilgamz
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Posted: 8th May 2006 21:53
I think it looks pretty cool. It COULD be really usefull. But I would never buy anything without testing it out.

Also I think you should price it below milkshape.

Maybe Id go 20 to 35 if it were easy to use got good results etc.

It would be really sweet if the program would assign the joints or better yet export with FPSC animations.
Ron Erickson
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Posted: 8th May 2006 22:10 Edited at: 8th May 2006 22:13
Quote: "I think it looks pretty cool. It COULD be really usefull. But I would never buy anything without testing it out. "

I'll consider a demo version with limited content and can not export a final model.

Quote: "Also I think you should price it below milkshape.

Maybe Id go 20 to 35 if it were easy to use got good results etc."

I think that price is a bit low. Have a look at the price of simple "model packs" that people sell. I have seen single models of a lot less quality drooled over for less money than I plan to sell 3dcm for. Milkshape can be sold for that low of a price because of the huge use base available in the mod scene. Anyway, I do promise that is will be very easy to use and the quality of the models will be excellent! I don't think anyone that buys it will complain that they didn't get good value for their dollar.

Quote: "It would be really sweet if the program would assign the joints or better yet export with FPSC animations."

I do plan to look into adding support for FPSC. Although I did some early beta testing on FPSC, it has been a while since I have looked at it. I don't know off hand if you can only use the supplied bone structure or not. If you can only use the supplied bone structure, then to add support for FPSC, I would have to add FPSC bone's as an option. The difficult part about that is re-weighting all of the mesh vertices for every single available body part. That would be a LOT of work! Hopefully, there is a simpler way of going about it!

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JimB
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Posted: 8th May 2006 23:31 Edited at: 8th May 2006 23:33
Hey Wolf
If you have a copy of either Truespace or Gamespace there is a plugin (tsx) made by one of the TS/GS forum members FarmerBlue which is based on or using Q Slim it can be found here :-
http://forums.caligari.com/gamespace/showthread.php?t=2306&page=2&highlight=polygon+reducer

Post#19

It is one of the few that allows a great deal of poly reduction but holds the overall shape of the model.
Just to give you an idea what Q Slim is like.

If I'm correct in my assumption that the model(s) in your program are altered by scaling (correct me if I'm wrong) then pre rigging the FPSC skeleton in Fragmotion which is quite easy,could be done as scaling should not destroy the attached rig.

As for Animation another of the Truespace/Gamespace members mrBones has a product called Milkbones which can be used in either Milkshape3D or Fragmotion it might be worth your while to take a look.
http://www.truebones.com/
Ron Erickson
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Posted: 9th May 2006 16:54
Quote: "If you have a copy of either Truespace or Gamespace there is a plugin (tsx) made by one of the TS/GS forum members FarmerBlue which is based on or using Q Slim it can be found here :-
http://forums.caligari.com/gamespace/showthread.php?t=2306&page=2&highlight=polygon+reducer

Post#19

It is one of the few that allows a great deal of poly reduction but holds the overall shape of the model.
Just to give you an idea what Q Slim is like."


Thanks. I'll save the link and look at it in more depth later.

Quote: "If I'm correct in my assumption that the model(s) in your program are altered by scaling (correct me if I'm wrong) then pre rigging the FPSC skeleton in Fragmotion which is quite easy,could be done as scaling should not destroy the attached rig."


Some things are done by scaling, but other things are done by actual mesh modification. What I may end up doing is looking at the FPSC source code that has been made available by Lee. With that, I could probably add direct support for 3dcm character models. I could then pass that code on to TGC and see if they would integrate it directly into FPSC. If I end up selling 3dcm through TGC, then maybe they would even be interested in adding the support instead of me. I'll have to have some discussions with Lee about that. In the end, I think it might be easier to have FPSC support 3dcm characters instead of 3dcm supporting 2 sets of bone structures.

Quote: "As for Animation another of the Truespace/Gamespace members mrBones has a product called Milkbones which can be used in either Milkshape3D or Fragmotion it might be worth your while to take a look.
http://www.truebones.com/ "

Again, thanks for the link and the info. That looks pretty cool.
On a side note, I was doing a lot of thinking about motion capture possibilities. I think I have an idea of how to create a decent motion capture system at a very low starting cost. I mentioned it to my best friend last night (who is a pro in the industry). He thought the idea was good and just might work. That will, of coarse, take a bit of development time which I'm not willing to spare yet. Once I do get 3dcm released, it is a project that is DEFINATELY worth investigating. A low-cost motion capture system would be a really cool thing in the indy scene.

Man.... I wish I could just pursue all of these things full time. If I ever get layed-off at my job, I'll definately have to consider giving it a try. Not that I want to get layed-off or anything. I like my job and have a family to support. lol

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granada
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Posted: 12th May 2006 10:24
Any more pics & news WOLF .

Dave

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Ron Erickson
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Posted: 12th May 2006 13:05
I just finished up re-doing all of the meshes for the different build sizes (skinny, average, muscular, overweight). I now have to re-export them all and get them intergrated into 3dcm. Then I should be able to start working on some clothing textures! Once I get to that point, there will definately be some new stuff to show. Hopefully sometime this weekend

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Ron Erickson
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Posted: 18th May 2006 01:02
There is a new thread on my message board detailing some of the things mentioned here and some other news. There is also a new video that shows some of the body part scaling options and the character model fully textured.
http://www.gametoolshed.com/forum/

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Narf The Mouse
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Posted: 27th May 2006 04:14
*Bumpity* Just keeping it off the second page.

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Ron Erickson
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Posted: 27th May 2006 04:36 Edited at: 27th May 2006 04:37
Thanks man

Here is a link to the movie I mentioned in my last post for those that were too lazy to go off to my site.

http://www.gametoolshed.com/3DCharacterMaker/3dcm5.wmv

Things are still going ok. I've been working on some clothing options lately.

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Narf The Mouse
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Posted: 11th Jun 2006 02:56
Ker-Bump!

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Narf The Mouse
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Posted: 27th Jun 2006 00:24
Ker-Mit!

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zircher
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Posted: 27th Jun 2006 05:01 Edited at: 27th Jun 2006 15:07
Wouldn't a more intelligent bump be, "Wolf, it's been a month. We're dying here. Any news fit to print?"
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FoxBlitzz
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Posted: 27th Jun 2006 05:16
Wow, that screen recorder is super-de-duper slow! [/random]

Seriously, that looks pretty cool.

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Xo TwOfAcE oX
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Posted: 28th Jun 2006 03:41
dude, this looks cool.
Ron Erickson
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Posted: 28th Jun 2006 05:15
Quote: ""Wolf, it's been a month. We're dying here. Any news fit to print?""


I have been working on getting the characters to work perfectly with FPS creator. I have talked to TGC about being allowed to use the FPSC animations and have come to an agreement. That all has been taking some time to do.
I'll try to post a video soon of the 3dcm characters animating!

WOLF

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Wiggett
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Posted: 28th Jun 2006 05:34
wow wolf that is some neato program. zircher mentioned possibly using it when it comes out to create characters for Syndicate remastered. I agree that this would be an awesome thing to do. good job dude

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Cash Curtis II
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Posted: 28th Jun 2006 08:56
Wolf is the man that made rotations interesting, after all. Of course this is going to be utterly amazing. Can't wait.


Come see the WIP!
Ron Erickson
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Posted: 14th Jul 2006 21:41
Yaaaaay!!!
I'm just about done converting everything over to using the biped system instead of the bone system that I was using before. It was quite a significant re-write. Not only did it effect a lot of the code (the bone system is a pretty significant part of a character model), it also effected almost all of the media that I had finished. It was a lot to back track over, but in the end it will definately be worth it

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UFO
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Posted: 14th Jul 2006 21:48
Quote: " Yaaaaay!!!"

Wow...this is probably the first time I've seen someone happy about re-writing alot of their code.

Very nice program! I suck at modeling (expecially people) so this would be very helpful when it comes out. I will probably buy.

Can't wait! And keep up the good work

Ron Erickson
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Posted: 14th Jul 2006 21:56
Quote: "Wow...this is probably the first time I've seen someone happy about re-writing alot of their code."


lol
The happy part is that I am almost FINISHED re-writing a lot of my code

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Posted: 15th Jul 2006 00:50
whoops I didn't notice that

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Posted: 15th Jul 2006 03:40 Edited at: 15th Jul 2006 03:46
Wow, this is awsome! I remember you posting something about this a LONG time ago - I always wished you would continue it and now I find this!

Okay, here's my questions (forgive me if they've already been asked):
Will the Female addon be free? And if it isn't what is an estimate for the price cost? I want to know how much I should set aside

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Ron Erickson
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Posted: 17th Jul 2006 04:57
Quote: "Will the Female addon be free? And if it isn't what is an estimate for the price cost? I want to know how much I should set aside "


I really don't want to nail down a price yet, but expect it to be about the same (or a little more) than most model packs that are available. The female addon will most likely NOT be free. The reason is that I will basicly have to start completely over with all of the media. I would rather make things like that an option to purchase later than try to account for that work in the initial price.

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Airslide
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Posted: 17th Jul 2006 19:07
Alright, sounds good! I can't wait for the release

And the fact that it exports characters with the FPSC skeleton will really help with my FPSC game Hostile Enivronment. This is awsome

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Duffer
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Posted: 24th Jul 2006 22:28
@ Wolf,

Are you going to do the EA version or straight to final version? etas?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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I am still going to do the EA version. It is just taking longer to get to that point than I expected. I re-did a LOT to get it to use a similar skeletal structure as FPSC uses.
I am sorry for the lack of updates. There isn't much to say when you are re-doing things. Most of the stuff that I have been working on has already been seen, it is just being re-worked. I'm getting close though. I know I've been saying that for a while which is another reaon that I've been a bit quiet lately about my progress. Things are getting there....

-Ron

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Ron Erickson
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Posted: 26th Jul 2006 20:49
Holy crap! An update

Here is a new movie showing a 3dcm model with the new bone system. The animations are from FPSC.

The quality of the video sucks, but I wanted to keep the file size as small as possible. It is about 10.5mb

Enjoy!

(see... I have been busy ) lol

-Ron

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Glenn Carter
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Posted: 26th Jul 2006 22:09
Really impressive and a vital tool for any of us that have spent days creating a charactor and still not been happy with it.

How easy will it be for users to add in content?

Some sort of props system might be useful, I reckon. For example, to put a hat on a char and a sword in his hand and so on.

A fantasy series of meshes would be good - WW2 has been done to death!

Looking forward to the release of this - I will probably be a customer as well.

Glenn Carter
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Posted: 27th Jul 2006 17:45
Quote: "Really impressive and a vital tool for any of us that have spent days creating a charactor and still not been happy with it."


Thanks.

Quote: "How easy will it be for users to add in content?"


Right now, it is not possible. Hopefully, everything that you need will be already included or added through some content packs. You can also always modify the mesh of the model or tweak the textures after you export. I do have some ideas of a system for users to be able to add there own content, but I think it is more important for me to concentrate on included content first.

Quote: "Some sort of props system might be useful, I reckon. For example, to put a hat on a char and a sword in his hand and so on."

Definately. I plan to keep creating different types of content packs. For instance, I could add a "sword" content pack that includes a bunch of sword models and animations to go with them.

Quote: "A fantasy series of meshes would be good - WW2 has been done to death!"

Agreed. Still, I think both will eventually be added. WW2 is done to death becaus a lot of people WANT it. It would be *smart* for me to add it too

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Duffer
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Posted: 2nd Aug 2006 23:44
@ Wolf,

Just a thought, but with the first release of EZActor could you also include complimentary code to rig the 3d actor object for ragdoll physics with DarkPHYSICS>?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Ron Erickson
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Posted: 3rd Aug 2006 02:38
I will definately look at doing that. I haven't purchased Dark Physics yet though. Otherwise, it may distract me more than anyone would care for it too

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Duffer
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Posted: 3rd Aug 2006 10:51
@ Wolf,

excellent...

the thought occurs that you may be able to strike some sort of deal with TGC over your DarkPHYSICS purchase....

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Posted: 4th Aug 2006 06:37 Edited at: 4th Aug 2006 06:38
lol
....and FPSC and Dark Voices for the same reason


Well, the texture upgrade is going very good. The results are turning out better than I expected. Have a look at the pic below to see the difference for yourself.
The eye on the left is the quality that you would expect from the models using the new 1024x1024 textures, the one on the right is from 512x512. All of the screenshots that I have previously shown were from 512x512 textures. Expect quite a difference when I finish



EZrotate!
TextureMax!
3D Character Maker!

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Duffer
21
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Joined: 9th Feb 2003
Location: chair
Posted: 4th Aug 2006 12:10
@ Wolf,

This keeps looking better and better.... EA version as soon as....

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
Bob da reaper
18
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Joined: 25th Mar 2006
Location:
Posted: 6th Aug 2006 15:50
i'm waiting paitiently for this because i know when your finished it's going to look swet

I pwn n00bs - current project "Darkness Falls"
Silvester
18
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Joined: 7th Dec 2005
Location: Netherlands
Posted: 6th Aug 2006 16:51
Looks great WOLF,Just great!

WHAT DO YOU WANT?

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