Hi gang, Part of my philosophy in developing Meshwork has always been to make 3D modeling easier -- especially the sort of 3D modeling needed for games. Most...
Joseph J. Strout
joe@...
Mar 2, 2001 3:12 pm
445
... Great idea! Not to say that I'm disagreeing with the Sims' head/body/hands, but to posit an alternative format, I believe that FPS games like Unreal ...
Jeff Quan
jeffq@...
Mar 2, 2001 5:01 pm
446
... Feel free to disagree; without some of that, it'd be a short discussion... but where do the arms fit into that division? Oh wait, they're included with...
Joseph J. Strout
joe@...
Mar 2, 2001 5:24 pm
447
... Arrgh! Now I REALLY have to find that article -- it talked about how Q3 connects objects to other objects. The short of that was that they used a single...
Jeff Quan
jeffq@...
Mar 2, 2001 6:07 pm
448
... That would work -- though nowadays, you might be better off using bones as your reference points. Cheers, - Joe -- ...
Joseph J. Strout
joe@...
Mar 2, 2001 6:35 pm
449
Good hello. There's already a detailed standard spec for modelling and animating humanoids. It's called h-anim: http://h-anim.org/ The h-anim spec was written...
viveka
me@...
Mar 2, 2001 9:48 pm
450
... Yeah, but it's a VRML representation. And it seems to be more concerned with how the data is represented, than how the model is designed. I'm reading...
Joseph J. Strout
joe@...
Mar 2, 2001 10:24 pm
451
My personal preference is for only 1 texture per model for better performance. For realtime games you just don't want to be swapping textures more than...
forever.games@...
Mar 3, 2001 2:13 am
452
... actually they use one texture for the head and one for the body&legs also extra texures for shaders etc- if the model uses shaders. ... oh this sounds...
kotos six
kotos6@...
Mar 3, 2001 3:03 am
453
I forwarded your idea to my bud at lucas arts he asked me forward this back") " It is a good idea if you are making quake models or half life models or even ...
kotos six
kotos6@...
Mar 3, 2001 11:02 am
454
... All true -- and yet -- I don't see how having, say, 4 smaller textures involves "swapping textures" any more than 1 big texture. As for Quake, yes, they...
Joseph J. Strout
joe@...
Mar 3, 2001 4:30 pm
455
... Thanks, those are very helpful comments! The point of MSHP is to provide a common starting point and sharing ground, especially for small developers who...
Joseph J. Strout
joe@...
Mar 3, 2001 4:40 pm
456
I've been pondering the division and texturing of humanoids for the MSHP (Meshwork Standard Human Project) again. One thing that really helps the artists is...
Joseph J. Strout
joe@...
Mar 4, 2001 8:04 pm
457
http://www.geocities.com/kotos6/q3mdl/q3mdl.html I put together a little page here to show anyone who doesn't have quake3 what the models look like and how ...
kotos six
kotos6@...
Mar 5, 2001 12:05 am
458
... Phooey. Can't find the article on the Game Developer site. I can tell you that the article was written by Paul Steed in the Artist's View section, ...
Jeff Quan
jeffq@...
Mar 5, 2001 5:17 pm
459
Kotos: Thanks for putting the stuff up about Q3 models - I'm really taken with the way they lay out their textures - all in manageable chunks that aren't too...
forever.games@...
Mar 5, 2001 9:09 pm
460
Hi all, I've written an app that acts as a go-between for meshwork and openGL. It can also actually animate the poses you generate in Meshwork. There are some...
forever.games@...
Mar 5, 2001 9:28 pm
461
... Looks cool. But it also looks as though Quake doesn't have any standard UV mapping -- is that correct? (Needless to say, I think a standard mapping is a...
Joseph J. Strout
joe@...
Mar 5, 2001 11:02 pm
462
... No, I think that's true. This is a reflection of the underlying technology: a particular point in a TriMesh can only have one UV coordinate, so if it maps...
Joseph J. Strout
joe@...
Mar 5, 2001 11:11 pm
463
super!") cool models cann't wait to see your game in action. ok I'm getting an error here when ever I try to open up a textured model. (hwc Execute Status...
kotos six
kotos6@...
Mar 6, 2001 4:18 am
464
... ok but correct me if i'm wrong but a standard mapping would require that your model is also standard right? ... ...
kotos six
kotos6@...
Mar 6, 2001 4:20 am
465
I don't know if this is just happening to me or what, since no one has said anything, but I was rotating a mesh, and when I pulled up the menu, it doen't have...
Jon Trent
GundamHell@...
Mar 6, 2001 7:16 am
466
... That's odd -- for me, it looks just like the image in the manual: <http://codenautics.com/meshwork/doc/pics/rotate-dlog.gif> ...except that of course with...
Joseph J. Strout
joe@...
Mar 6, 2001 3:10 pm
467
I've just released my "Wumpus" freeware game for OS X: http://www.codenautics.com/wumpus/ Why should you care? Because Wumpus is built on the very same ...
Joseph J. Strout
joe@...
Mar 7, 2001 9:04 pm
468
i thought i'd give meshwork a try for my modelling needs, and so far, i'm quite content with it's capabilities. however i have a problem: i've created a small...
joni@...
Mar 11, 2001 11:44 am
469
... Do you have a spec for this format? Perhaps I could add it as an export option. ... A number of very old 3D programs don't grok the "TriMesh" format, ...
Joseph J. Strout
joe@...
Mar 11, 2001 3:03 pm
470
... i'm sending you a mail with the specs. it is quite big, and looks like a lot of work, but when you anly look at the parts which are relevant for meshworks...
jonas echterhoff
joni@...
Mar 11, 2001 4:19 pm
471
... Yes, Bryce has been widely known for this shortcoming; they could have fixed it in later years but never bothered. Carrara's story is probably similar. ...
Joseph J. Strout
joe@...
Mar 11, 2001 4:52 pm
472
... the smooth option doesn't effect 3dmf models once they have been exported into certain programs infiniD and poser are two. I have been making weapons for...
Carl
powerman@...
Mar 11, 2001 6:46 pm
473
... oops - i overlooked that one. sorry. but... when i smooth my 3d model in carrara it will look much better. my model has some smooth edges and some sharp...