nicked on 9/10/2016 at 09:27
Is there a comprehensive tutorial about creating AI meshes anywhere?
I can find bits and pieces of information all over the place, but actually trying to figure out such a complex process without clear, step-by-step instructions is darn near impossible.
I've made some headway from both ends. I've made the AI model in Blender, without any joints or anything like that.
I've also used bintoe and eto3ds to convert an AI mesh, but this doesn't seem to be the only step - the converted 3DS has some little cubes labelled up for the joints (ankle, knee, neck etc.) but does not have any of the planes to separate body parts. I have no idea what these planes should be named or how they should be set up, so I'm currently stumped.
GORT on 9/10/2016 at 11:35
First off, what type of AI model did you create?
nicked on 9/10/2016 at 13:00
Thanks - this looks very helpful.
It is a biped I'm trying to make.
Is there a working link for the 3DS files referenced near the start of the tutorial?
nicked on 9/10/2016 at 15:10
OK that was actually a lot easier than I was anticipating, just using the limit planes and joint boxes from an existing model and tweaking as necessary.
I made this horrifying dude as a test:
[video=youtube;-0Uy6K8MbfI]https://www.youtube.com/watch?v=-0Uy6K8MbfI[/video]
Thanks for the help!
Unna Oertdottir on 9/10/2016 at 15:13
:laff:
I like it
gigagooga on 10/10/2016 at 09:01
[video=youtube;GdCd0TZU43U]https://www.youtube.com/watch?v=GdCd0TZU43U[/video]
nicked on 10/10/2016 at 11:40
Here's another pro-tip if you want to brown your pants - take an AI, rotate it and all of it's limit planes and joint boxes by 90 degrees, then reimport into the game. It still "works" but the animation goes all horrid.
gamophyte on 11/10/2016 at 22:37
Quote Posted by nicked
but the animation goes all horrid
Is that the jitteriness effect? It's already a NOPE looking guy yikes