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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Standing at 25ft tall, and weighing in at a helluva lot!

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-23-2004, 12:33 PM   #21 (permalink)
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Quote:
Originally Posted by key0p
Quote:
Originally Posted by Proclone
Doesn't have much weight though
The tutes for 3dmax 6.0 have more than enough to get anyone who is interested started in animation.Personally I found the 'tutorials for character animation professionals' to be extremely helpful when learning max.I did every tute that shipped with it(except for the slow rendering ones) before even attempting anything of my own.

The tutes for gmax are an easier palce for a novice to start, being less to go through.However it still povides all the information and isntructions to be able to bone and IK rig and skin and create simple animations.

The beuaty of doing the tutes that come with the program is that they show you how to use the program by introducing you to the workflows and available tools.

Do you personally feel there is a better(free) place to start for someone wanting to use these programs who has no idea with them? If so, what is it? Id like to know - might pick up a thing or two
I was talking about the animation, not whatever you posted.
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Old 07-23-2004, 12:46 PM   #22 (permalink)
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send it to me, I'll animate it in 15 minutes.
(once I have time for it. I'll probably upload it a little later this evening, have a BBQ right now.
mvonk-AT-Chello.nl
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Old 07-23-2004, 12:46 PM   #23 (permalink)
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IK doesn't work in w3d, that's why I didn't include it
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Old 07-23-2004, 12:48 PM   #24 (permalink)
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oh, and please send me the .gmax file.
I have a LOT of experience animating mechs .....
The Capellan Solution
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Old 07-23-2004, 12:56 PM   #25 (permalink)
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IK works just fine in w3d, killakanz. I don't know where you got the idea it doesn't :P IK is just an animation tool, it's not like the solvers export to the model or something.
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Old 07-23-2004, 01:00 PM   #26 (permalink)
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Quote:
Originally Posted by killakanz
IK doesn't work in w3d, that's why I didn't include it
It doesnt have to work with W3d.Exporting to W3d takes the tranforms at each frame for every object that has 'export transform' checked.I export models with IK just fine.You can even add a dummy as a knee on skeletons that dont have one, and then link the leg with IK, and the heirachy remains the same.

If you work in 3Dmax, then simply exporting the bones to .3ds will keyframe all the transforms.So you can make use of the full range of 3dmaxs animating tools, without having to worry about if it is supported in gmax.
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Old 07-23-2004, 01:02 PM   #27 (permalink)
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Okay then DeathAngel, i'll send it to ya now if you tell me your e-mail...
is Capellan Solution gonna be for ZH as well as generals anytime soon? it's a great mod!
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Old 07-23-2004, 01:29 PM   #28 (permalink)
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what mod is this for?
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Old 07-23-2004, 01:54 PM   #29 (permalink)
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Just a private muck-about thing so i can get to grips with modding for generals, i may eventually start a mod, or join one if i get good enough
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Old 07-23-2004, 02:50 PM   #30 (permalink)
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hey i dont suppoce you could send that to me so i can try out animating it. my e-mail is sctyeh_3000@hotmail.com. i've got some experiance in animation so lets see what i can come up with.
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