Re: 3do editing idea and question


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Posted by Watcher on January 26, 1998 at 20:19:52:

In Reply to: 3do editing idea and question posted by theXpresident on January 26, 1998 at 19:37:39:


> I need to know one thing before i can really get to editing these things...
> how do i edit the hierarchy... is this the 1: 0: 2: 3: section in the beginning?

> My idea is that instead of making a hierarchy and all that you could make an
> entirly new 3do using box modeling or something like that with 3dostudio or
> something... i just got a .obj exporter for 3dostudio so it makes that easier.
> I think that when the model is just one object instead of many you could make
> a single skin instead of many... this would be hard to make by hand so you
> would need an editor similar to npherno's skinner for quake (it paints directly
> on the 3d model)... this doesn't seem too difficult as it would simply record
> the vertices you are painting on and then translate that into whatever the
> jk equation is for stretching the skin. thanks

> theXpresidnet

I had actually thought about making a JK character using one mesh (as Quake does), however I also ran into a problem, and it has to do with the way that JK animates the 3d objects with the *.key files. The problem is that the model would become extremely distorted at the different 'joints.' There would be a lot of creasing due to the low number of polygons that would have to be used (for the sake of gameplay).

You can test this out with a Quake character model to see what I mean....I learned this the hard way after I had created half of my model, I tested the animation capabilities and quickly saw the problem.



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