#1061
Posted 01 October 2014 - 10:31 AM
but I cannot make animation for legs. 'cos I need legs in idle, step left and step right positions separately from torso. Thank you.
#1062
Posted 03 October 2014 - 02:21 PM
Torsos and legs (minus the hip missiles) from a Hellbringer.
Upper arms (scaled as needed) from an Ice Ferret.
Lower arms (minus the missiles) from a Gargoyle.
MWO Warhammer
#1063
Posted 09 October 2014 - 02:44 PM
How do I run the script? Total noob with scripts.. Thanks in advance for any help you can give.
I have a couple of renders and digital paintings of mechs with stuff like the cataphract and even got the 3 parts of the atlas combined, but I'd like to figure out how to make the different variants and weapons and such like I see in the thread. I think the script is the key, just don't know how to use it at all..
#1064
Posted 09 October 2014 - 10:22 PM
Intelekt, on 09 October 2014 - 02:44 PM, said:
How do I run the script? Total noob with scripts.. Thanks in advance for any help you can give.
I have a couple of renders and digital paintings of mechs with stuff like the cataphract and even got the 3 parts of the atlas combined, but I'd like to figure out how to make the different variants and weapons and such like I see in the thread. I think the script is the key, just don't know how to use it at all..
The script does the assembly for you. Watch the tutorial videos linked in the original post, and then if you have specific questions we can probably answer those. It's a bit tough to narrow down "how do I use it?"
#1065
Posted 18 October 2014 - 02:48 AM
#1067
Posted 18 October 2014 - 03:16 PM
http://i.imgur.com/BH0FbJF.png
#1068
Posted 18 October 2014 - 03:48 PM
Guidestone, on 18 October 2014 - 03:16 PM, said:
http://i.imgur.com/BH0FbJF.png
Do you have the Cryengine plug-in?
#1069
Posted 18 October 2014 - 05:56 PM
#1070
Posted 22 October 2014 - 04:12 PM
gregsolidus, on 18 October 2014 - 05:56 PM, said:
Shapeways gives you various height options
-Millimeters
-inches
-meters
Hope this helps you.
#1071
Posted 23 October 2014 - 06:21 PM
I'm trying to follow the steps in his youtube videos but all I get is this...
#1072
Posted 23 October 2014 - 08:31 PM
Is it just hanging for you?
#1073
Posted 23 October 2014 - 10:42 PM
Heffay, on 23 October 2014 - 08:31 PM, said:
Is it just hanging for you?
It just hangs at the point shown in the screen shot and never asks for a path to the body folder/object files.
#1074
Posted 23 October 2014 - 11:58 PM
That said, it still does not work. Pasting the contents of import.txt into Blender's python console results in nothing but a long string of error messages.
Edited by HlynkaCG, 24 October 2014 - 12:01 AM.
#1075
Posted 24 October 2014 - 10:49 AM
HlynkaCG, on 23 October 2014 - 11:58 PM, said:
That said, it still does not work. Pasting the contents of import.txt into Blender's python console results in nothing but a long string of error messages.
Be sure to delete any import.txt, run the mech importer, and imort it into a new Blender session. Can't have a failed import, delete all the objects, and import again with a different import.txt. You have to restart Blender as well, as the object names get .001 appended on, and it can't figure out the rotations.
#1076
Posted 24 October 2014 - 05:59 PM
Heffay, on 24 October 2014 - 10:49 AM, said:
Be sure to delete any import.txt, run the mech importer, and imort it into a new Blender session. Can't have a failed import, delete all the objects, and import again with a different import.txt. You have to restart Blender as well, as the object names get .001 appended on, and it can't figure out the rotations.
I did all that
This is what I get when I try to run the script (for some reason blender does allow one to copy text from the console)
#1077
Posted 24 October 2014 - 08:37 PM
Mech42Ace, on 22 October 2014 - 04:12 PM, said:
-Millimeters
-inches
-meters
Hope this helps you.
Not quite, I need to know the actual height of the mech to reduce it and get it printed in the proper scale. As of now I found I could possibly use the 1/60 scale Atlas from armorcast as a rough referencing point but I want a more acccurate measure from the 3d models themselves.
#1078
Posted 24 October 2014 - 11:07 PM
gregsolidus, on 24 October 2014 - 08:37 PM, said:
Rule of thumb in blender is that 1 "blender unit" = 1 Meter. Based on the scaling of things like the pilot model and the walkways and gantries in the mechlab MWO appears to adhere to this standard.
#1079
Posted 25 October 2014 - 12:02 AM
Edited by Seijin Dinger, 25 October 2014 - 12:02 AM.
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