I was surfing through the forum, and I found an interesting thread:
http://forum.thegamecreators.com/?m=forum_view&t=17907&b=3. Arras said of a way to have ragdoll physics using a certain way of exporting. Can this exporting be done ine blender (I mean the option that says export skin and bones)? Or is this exporter a completely different from the one blender uses. Or in different words, can you export the bones(in a skeletal structure you can make for an animation) and then using some coding make it so that when the character is no longer usable the exported bones control the character, giving it a ragdoll physic? Or do you have to assign the bones in the coding program, which to me sounds kind of impossible unless you can make it so that a program tells you an ID number of the vertices on an object and you say something like "assign bone to vertices 8-22,3, and 5. I don't know, the subject of this thread is not to talk about ragdolls, but the questions about modeling and animating, but if someone could bring up an answer that would be great
. Also, I'm starting to notice a trend about the UV maps that blender calculates. When I make a UV map, even If I do use seams, the UV map makes the faces smaller and larger and in different overal shapes and angles than the ones on the model. How can I make it so that when I make the UV map all the faces are proportional to size? As in, can I use a function that when the UV map is made Blender keeps the shape of the faces and the same size of the faces (to the model) in comparison to the other faces.
EDIT: Ok, so I realized that the DM models come in a 3ds format, and decided to import them into Blender. It worked, along with its UV map and texture. The thing that didn't export was (I guess I should say things and were instead of thing and was) the seams. It didn't show anyseams on the model, but seeing as the model was already unwrapped, I guess seams were unnecassary for export. Ok, so here's the intel: The handle, turned out to be what the 3d Model with the texture looks like: I guess when I zoomed out the model had to change the pixel size as well. Anyways, the major thing I want to know is the UV unwrapping they did to make the model. I'm still perplexed on how they unwraped the model and still got it to unwrap the way they want it, I have a theory though, but I'll have to get back to you guys on that one. I guess the only way you guys could help at this point on this specific subject is to 1.) Tell me how to unwrap an object so the faces are proportaional with the ones on the model when comparing two faces on the UV map, and 2.) asking me to upload the newest version of the model so you guys can try making seams and getting a proportional UV map. Either way is fine with me. OH, and here's something a bit interesting (for me anyways): I was waiting for someone to post something about proportional faces on the UV map, when I decided to look up some tutorials about blender UV mapping on the internet. Some of them said to use the unwrap from project view technique, and that's when it hit me: I made the gun model by tracing the side view of the real gun, if I use make a UV map of the project view from it's size, then the object could look pretty good, with a few major cons. I decided to just try it to see what it would look like, and here it is:
. I personally have to say that the gun looks good, but I would rather make my own texture, for copyrighted reasons and the fact that if I'm not going to trace all the objects in my game from something in real life (some things have to be made up) and it would just look weird if I had some realisitic looking guns with some more artificial texturized objects. Just thought I would share though ^^. Oh, and just as a final word for today, I'm going to say something: When I imported the DM colt into blender, the slider and gun were two different objects (in the same project) except they share the the UV map. How do they do this? Do they make two seperate UV maps for the objects and then in blender, and then leave spots for both objects, and in the texture the texture is for both objects. This way in the final export the you only have to assign one texture in the end, so that you can have multiple objects in one mesh. Is it better to UV map the multi object way or the single object way where you have many meshes in one object? I can see the UV map being easier to make this way. (for you could just use the L command to pick the the mesh of the slider, hen just move it up and make the seams, and then move it back, and then just do this for all the meshes in the object, and then unwrap the model and make a good UV map).