1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

rofl: modelling stuff

Discussion in 'Ask a Coder' started by soldat, Feb 14, 2004.

  1. soldat

    soldat resident potato

    Joined:
    Oct 28, 2002
    Messages:
    70
    Likes Received:
    0
    rofl: i may not be the best person to ask. but here are my thoughts on animating and stuff.

    looks like you're using 3dsmax 6. that'll do fine. while vertex animation is supported in 2003, ideally you'll want to use bones.

    so what you do is this: create bones for every moving part in your model. attach appropriately to your mesh. this makes movement more smooth, realistic, all that good stuff. plus, you can attach things in ut2003 to bones. like muzzle flashes.

    if you want to use vertex animation, that's fine too (i think). just use 3dsmax's autokey feature to create keyframes. (move the time slider to various times, move the gun around). i mean, it should be pretty self explanatory. basically, how it moves in 3dsmax is how it will move in ut2003.

    then, use actorX to export your model and skins and animations. I will help you on this if you need it, i'm pretty good at doing that, at least lol.
     
  2. ROFL 451

    ROFL 451 Twisted Mind

    Joined:
    Dec 25, 2003
    Messages:
    168
    Likes Received:
    0
    Ok, but how do I attach bones to an already complete model? My friend told me about keyframing, is there a problem with muzzle flashes without bones? Oh yeah, and how will I set how big the model is in UT2003/UT2004? Is that something you do when you export the model?

    Oh yeah, I also need help skinning it. I can't figure that out at all, can you help?

    P.S.
    Thanks for the help!

    Edit: I have the 1st person mesh down to 800 poly's. With no changes THAT THE 1st PERSON CAN SEE! I just deleted most of the faces you won't ever see!

    2nd Edit: Got the 3rd person mesh down to 1,000 poly's. I just mainly made the fine detail less detailed and took sides off cylinders (started out with 16, so that it would look nice and smooth for 1st person, made it 10 sides.)

    I now have: 1st Person Model + 3rd Person Model + Ammo Container Model
     
    Last edited: Feb 16, 2004
  3. ROFL 451

    ROFL 451 Twisted Mind

    Joined:
    Dec 25, 2003
    Messages:
    168
    Likes Received:
    0
    Ok, some help.

    Weapon bob: Do I make an animation fo this? When you are running, for example. Don't all weapons in UT2003 bob when you run?

    Animating:
    Created the "rest" position for my gun. Am working on creating select and deselect animations.

    Secondary Fire: New idea = Secondary shoots a smaller stream twice as far.

    Update:
    I now have select and deselect animations
     
    Last edited: Feb 17, 2004
  4. ROFL 451

    ROFL 451 Twisted Mind

    Joined:
    Dec 25, 2003
    Messages:
    168
    Likes Received:
    0
    Ok, update (2-18-04) [New Update: 2-24-04]

    Models=
    3rd: Complete!
    1st: Complete!
    Ammo: Complete!

    Code=
    Weapon: Partial (EvilDrWong and Soldat can hopefully help me thru this)
    Fire: Partial (same as the above)

    Animations=
    Rest: Complete! 50 frames, it slowly bobs up and down again.
    Run: Complete! 25 frames, it quickly bobs.
    Select: Complete! 30 frames, scoots forward into view.
    Deselect: Complete! 30 frames, scoots backward out of view.
    Fire: Partial
    Alt Fire: None

    Skin=
    Weapon: None (Not sure how to do this)
    Ammo: Started UVWUnwrapping it (Not sure how long it will take me)
    Lava Texture: Complete! (UnrealEd has a nice moving lava one)

    Sounds=
    Select: Complete! (Gonna use Bio Rifle select sound)
    Fire: None
    Alt Fire: None

    So, that's my update for now. . . :shake:
     
    Last edited: Feb 24, 2004
  5. soldat

    soldat resident potato

    Joined:
    Oct 28, 2002
    Messages:
    70
    Likes Received:
    0
    weapon bob: i always animate my wepaons with an idle animation of a slow weapon bob. it looks so wierd for it to stand still. also, you can use a second anim, a running anim, with harder bob. Look at the ut2003 weapons in unrealed, and you'll see.

    about skinning your weapon... if you want a good looking skin, it's going to take some time and work with UV coords... basically you have to detach your entire model, reassemble it in a flat square, and reattach it all.

    if your model isn't *too* poly intensive, chiliskinner is an awesome option: http://www.chilliweb.co.uk/chilliskinner/
     
  6. EvilDrWong

    EvilDrWong Every line of code elevates you

    Joined:
    Jun 16, 2001
    Messages:
    932
    Likes Received:
    0
    Why's everyone so ga-ga over the detatch, flatten, and reattach method? IMO its a waste of time :p could just UVWUnwrap it and save yourself the trouble of breaking down your whole model for no good reason ;)
     
  7. soldat

    soldat resident potato

    Joined:
    Oct 28, 2002
    Messages:
    70
    Likes Received:
    0
    yeah... good call. if you can uvwunwrap your model and make it work with your skin, then more power to you. and don't listen to me ^^

    i just use the detach method because... that's the way i learned. what a crappy reason. heh.
     
  8. ROFL 451

    ROFL 451 Twisted Mind

    Joined:
    Dec 25, 2003
    Messages:
    168
    Likes Received:
    0
    UVWUnwrapping tutorial? I'm still a newb at this, remember. . . .!

    I think I made my weapon bob too fast, lemme see about slowing it down . .

    Edit: CRAP! Totally forgot about custom weapon sounds! Gotta add those too!

    Edit #2: Edited my Update List. . See my post a few replies above. . .
     
    Last edited: Feb 24, 2004

Share This Page