Soldier Weapon Pack artist question
by Adam Beer · in Torque 3D Professional · 05/15/2013 (1:38 pm) · 6 replies
I'm trying to use the source art the comes with the Soldier Weapons Pack as a starting point for adding my own first person weapons to the game. I'm no artist so there are a couple things that aren't working out for me.
First, when I delete the weapon mesh and add in my own weapon and align it with the hands, apply the skin modifier and add the 3 necessary bones to it, the weapon moves away from where I had placed it. I applied the reset Xform modifier before I did this btw. What am I doing wrong here?
And second, is there anything else Ill need to do in order to make this work?
Thanks for any input here.
First, when I delete the weapon mesh and add in my own weapon and align it with the hands, apply the skin modifier and add the 3 necessary bones to it, the weapon moves away from where I had placed it. I applied the reset Xform modifier before I did this btw. What am I doing wrong here?
And second, is there anything else Ill need to do in order to make this work?
Thanks for any input here.
About the author
Adam is the owner of Ignition Games, an indie game and software development company.
#2
(seconds pass)
MOUNTPOINT
You can attach the weapon slide to
bn_Bolt
you can attach your ammo clip to:-
bn_Ammo_Clip
and magically the weapons slide and clip will animate when the weapon fires and is reloaded.
you don't need to add a skin modifier unless you want your weapon to deform as the soldiers bones deform, most weapons tend to be solid so don't need to do this, unless its some sort of bio weapon of course :-)
I keep meaning to make a basic weapon tutorial but like everything else I don't have the time, maybe one day.
05/15/2013 (2:10 pm)
you need to attach the weapon to one of the nodes, sec while I kick up 3d max :-)(seconds pass)
MOUNTPOINT
You can attach the weapon slide to
bn_Bolt
you can attach your ammo clip to:-
bn_Ammo_Clip
and magically the weapons slide and clip will animate when the weapon fires and is reloaded.
you don't need to add a skin modifier unless you want your weapon to deform as the soldiers bones deform, most weapons tend to be solid so don't need to do this, unless its some sort of bio weapon of course :-)
I keep meaning to make a basic weapon tutorial but like everything else I don't have the time, maybe one day.
#3
05/15/2013 (7:02 pm)
Thanks David that did it! Only issue now is the muzzle flashes are always visible. I am using the OpenDAE exporter in 3DS Max 2011, maybe I should be using a different exporter?
#4
I scale my muzzle flash down so its tiny, when the gun fires I scale it up so it reaches its biggest after the slide is moving back and scale it back down again as the breach is opening. you can put in a little motion as well if you want, throw in a smoke puff in script and it looks great.
05/15/2013 (8:39 pm)
theres a problem with the muzzle flashes, Garage Games use there own modified exporter so they can export transparency levels, us mere mortals have to do it differently.I scale my muzzle flash down so its tiny, when the gun fires I scale it up so it reaches its biggest after the slide is moving back and scale it back down again as the breach is opening. you can put in a little motion as well if you want, throw in a smoke puff in script and it looks great.
#5
www.garagegames.com/community/forums/viewthread/126242
05/16/2013 (12:22 pm)
I went digging for that said modified DAE exporter and found it:www.garagegames.com/community/forums/viewthread/126242
#6
05/16/2013 (2:35 pm)
that will be usefull, nice find :-)
Associate Ron Kapaun
3tdstudios.com
Check the weapon and player scripts, sounds like there might be an offset in there someplace. Additionally, check the animations against what you are trying to load.
Basically, go over all of the scripts because the weapons are a tight combo of scripting and art. I usually just replace the art pointers in the scripts to add in my custom weapons. Hope that helps some.
Ron