Development > Artwork
Redo of Soldier Body model
Destructavator:
Yes, you're right, it is ALT-I and not CTRL-I, I remembered that it was one of those but forgot which one when I typed all that - thanks for clearing that up.
I haven't actually tried this in the IPO editor, but lots of stuff can be deleted just with the "Delete" key in various views. That's just a guess for the answer to that one.
...Actually, for animating bones and not whole meshes, don't you want the "action" editor instead of the "IPO Curve" editor? I've found that when I add keyframes for poses the bones all show up in the action editor with key points for adjusting things.
vedrit:
Depends on what your doing. For cycles, you can first do it through action, and that gives you a good stating point. But IPO is where you can line up the starting and ending poses so it repeats seamlessly.
The animation teacher I had for 2 years said that there are more ways of doing animation and modeling than just one or two. And none of them are wrong.
Mattn:
maybe this can help a little, too
http://opengameart.org/content/blender-humanoid-rig
TrashMan:
Say, would it be possible to get this mesh in some other format?
I want to try makign a few armor/soldier models and this would make a good basilne
Destructavator:
These (screen-shot below) are the formats Blender can export to, more are also available from extra plug-ins.
Is there a format you would prefer?
I have this (un-armored) version and just one version with some type of armor done (It hasn't yet been decided which armor type to replace yet), so it would be a great help if someone else were to also do some of the modeling work here.
It would also speed up development - I'm personally split working on a number of projects right now.
Once vedrit finishes animations, I should be able to import the skeleton into almost any other new soldier model (with some occasional tweaking and adjustments).
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