FF8 Gunblade [message #245072] |
Mon, 12 February 2007 18:24 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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Alright guys,
My a$$ is asleep, and 24 is on so i'll show you what i have done so far.
Original picture
My model: Notice the slight changes. I didnt like the revolver so i change the gun part to an hk usp tactical (the sex). BTW modeling gunz takes a long time...
I'll keeep going once I have a break.
Yes, it's just the back model so far.
Jamie
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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[Updated on: Mon, 12 February 2007 18:26] Report message to a moderator
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Re: FF8 Gunblade [message #245082 is a reply to message #245072] |
Mon, 12 February 2007 19:28 |
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Viking
Messages: 1692 Registered: July 2005 Location: Earth
Karma: 0
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General (1 Star) |
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Yah, I could use those too.
QUOTES
"The Renegade community revolves around having something awesome, and not sharing it so you can be on top of the mountain." -Canadacdn
Crimson wrote on Thu, 17 May 2007 05:22 |
Memphis wrote on Tue, 15 May 2007 03:54 | ...fatally die to death...
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I don't know if you meant to do that, but triple redundancy for teh win. I LOL'ed.
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Awesome l337 people= Icedog90, Blazea58, Canadacdn, Crimson, jonwil
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Re: FF8 Gunblade [message #245088 is a reply to message #245072] |
Mon, 12 February 2007 20:18 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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OOOOH I GET IT.
Alright, ill explain best i can. You can either use f_hm_gdi.w3d or f_hm_nod.w3d. When you open these models the importer prompts you for the f_skeleton.w3d model. The skeleton is the important part becuase it contains all of your bones. You will also knotice that in models such as f_ha_pist_relod.w3d the same bones are used as the skeleton.
So lets apply this.
Firstly, you want to make your idle animation right. So you open your gun model, and one of your hand models. f_hm_gdi.w3d for instance (it will prompt you for the skeleton.w3d model so make sure it is in the same directory. Pose your gun and hands as they would be when your character is holding the gun. Press animate and mode your animation scroll bar to the 1 position. You can then export this as a pure animation useing frames 1 to 1. this is your idle animation. Note, if you want your character to move the gun around when he is not firing then make a few extra frames then export as a pure animation. An example of this would be f_ha_pist_idle.w3d
refer to ren help for examples, i'm sure they explain it better. I was just a little mixed up becuase i kept wanting to do the hand positions and the clip animation at the same time.
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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Re: FF8 Gunblade [message #245118 is a reply to message #245072] |
Tue, 13 February 2007 05:27 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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Thanks man!
I'll keep working on it tonight if i get the chance.
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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Re: FF8 Gunblade [message #245168 is a reply to message #245072] |
Tue, 13 February 2007 16:21 |
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jamiejrg
Messages: 403 Registered: February 2007 Location: Canada
Karma: 0
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Commander |
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*update*
Back model: 100% done
3rd person model: 100% done
1rst Person model: 100% done
Animations/Hand postisions: about 2%
cncnick13 wrote on Fri, 24 August 2007 23:39 | ok im using my dektop right now
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cncnick13 wrote on Sun, 26 August 2007 00:04 | umm whats the edit button
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