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Topics - BluetoothBoy

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31
Modification Help / [Halberd Dropship] - We're back, bay-bee!
« on: June 11, 2015, 09:47:07 PM »
Thanks Hawt for kicking me in the rear and getting this massive undertaking rolling again. :)



Yeah, that's what you think it is. :)




roosterpit is a WIP, but it's getting there!


Wouldn't be a dropship if it didn't hold troops!

Shown is only a half of the rear seating. Total, there will be 27 seats - 3 roosterpit seats, 2 cannon seats (one per cannon), 2 turret seats (not shown), and 20 troop seats.

32
So yeah, gonna be making these for my more "official" tunes.

BOOM: https://www.youtube.com/watch?v=bVaJC2EtAkk

33
Let's say I have a scheduled loop, and in every pass the loop makes, I want to record the total change in rotation of an object since the loop started. When the loop ends, I will have a value that equals the total number of degrees rotated. For example, if I had a cube that started at 0 degrees, rotated 1440, and then rotated -720, the final value would read 720 degrees. How do I do this? I'm having a bit of trouble with the math. And if possible, in local, not global, rotation.

EDIT: Also, would Trader's euler code be of any use in this scenario? I have a feeling it would be...


Solved the above, credit to Port for the assistance. Now I have a new problem. How do I take a vector and convert it to a local vector (the up vector of the object being the reference point, forward vector always being the Y, with X relative to it). Z can be ignored, since up/down don't change like left/right/forward/backward, and thus yaw can always be calculated globally.

34
Modification Help / [TUTORIAL] Blender Vehicle Suspension Tutorial
« on: May 18, 2015, 10:58:32 AM »
With the exception of the tutorial zombiekillz made a while ago, I haven't really seen any suspension tutorials for making vehicles. As I just figured out how to make it work, I'm going to create one myself. I would like to credit zombiekillz for his tutorial, though - it was very useful in helping me solve my suspension issues.

I have divided this tutorial into six parts so you can find specific information more easily.

1] Modeling
2] Rigging
3] Animation Setup
4] Animating
5] Animation Arrangement
6] Exporting


NOTE: This tutorial is meant for Blender 2.49! DO NOT animate in a newer version and move the file to 2.49 for exporting - you will lose ALL animation data! You have been warned. Also, sorry that this isn't a tutorial for Milkshape, but I don't use it so I can't really instruct on it. However, I do know that the basic setup is the same, so you can still use a good portion of this tutorial and probably get it working in Milkshape too.

[1] Modeling - Set up your suspension system. Model in/position it in the decompressed (fully extended) state before you continue with animation. Make sure each of the four (or however many you have) suspension units are separate objects.

[2] Rigging - Rig the suspension. If you're here, you should already know how to do this. It's basically linking either a) bones to objects, or b) bones to vertex groups. If you use vertex groups, add an Armature modifier to each suspension unit, select your armature object, make sure VertGroups is selected, and select the appropriate vertex group. NOTE: If you use vertex groups, make sure each object ONLY has the vertex groups it uses. Also, make sure the vertex group has the name of the hub that it's paired to. This last part may not be necessary, but it might be.

[3] Animation Setup - Now for the hard part - animating. Go to the Action Editor window, and set your armature to pose mode. Create a new action. BEFORE YOU ANIMATE THE SUSPENSION, click on one of the bones that isn't being animated, such as a mount point. Select it, and on frame one, add a position keyframe. On frame two, do the same, without moving the mount point. Name this animation whatever - it isn't used.

[4] Animating - Next, create a new action. Deselect all bones, and then select you first hub (hub0). Starting on frame four, place a location keyframe for the hub at its highest point. On frame six, make another keyframe for the lowest point. Do this for all bones that go to hub0's suspension. Since the suspension starts in the lower position, it may be easiest to do this part backward. Name this animation spring0. The important info is this, however: one frame gap between animations, animation (at least) three frames long, animation goes from high -> low, name animation springX, where X is the hub number. So your next animation (new action!) should start on frame eight if the previous one ended on frame six. Make sure that you're only animating the bones that correspond to the current hub you're working on for any given animation.

[5] Animation Arrangement - Once you're all done creating actions (dummy and hub0 - hubX), go to the NLA Editor. Click Strip on the bottom panel, and select the dummy animation. Do this for all the other animations, in order. If you animated on the correct frames, they should arrange themselves in a stair step pattern automatically, one frame in-between each. If not (and they're all stacked on one another), you'll have to do this part yourself. Grab all but the first strip with the B selection tool (hit B on your keyboard), then hit G and type however many spaces you need it to move. In this case, three frames, since the dummy animation is first and we want a frame in between each animation (although having between-frames is not required for the dummy animation). The select all but the first and second strip, hit G, and type the number four (hit 4). Since the rest of the animations are three frames long, we need to move them four frames. Do this until the strips are all stair stepped, with a frame between each. If you have a steering animation, do the same, but put it either last or before ALL of the spring animations - not in between. However, it still needs to be behind the dummy.

This is what it should look like. Don't worry about the vertical order in this image - it's the horizontal order that matters. (You can have any number of "dummy animation" frames before the first real animation, as long as it is at least one frame. As you can see here, my dummy animation is only one frame offset, not three like I said in the text. Either should work fine.)


[6] Exporting - Final step - exporting! Before you do this, though, make sure that, between each animation (on the blank frames we left between each animation) the vehicle is in its "default" or "rest" position. In other words, how it will look when it spawns (steering wheel straight, all suspension down). If this is not the case, go over the steps to see if you missed anything. If it is all good (and most importantly, it is in the rest position on the frame after the dummy animation), you are ready to export. On the sequence panel of your exporter, add all your animations via Create from Action Strips. Set each to export/non-cyclic/non-dsq. Turn on blend for all animations except for the dummy one. Set the reference frame to the frame BEFORE the corresponding frame starts (remember this blank frames I had you set?). So, for his hub0, which starts on frame four would have a reference frame of three. Once you have your other export setting set up, you're ready to export! The only thing left to do is match the suspension length in the script to the length of the travel.

Here's what one of the spring animations looks like ready to export. Note that the ref frame (5) is the empty frame before the spring0 animation (frame 5 is at the second dark vertical line in the first picture). For each animation, the ref frame should be the empty frame before the corresponding animation.


I hope this is helpful to people in the future. If this could either be added to the big list of tutorials or pinned, that would be great - I know many people have had this question, but there is very little documentation on suspension for the Torque engine.

35
Off Topic / This is what iTunes.exe sounds like.
« on: May 15, 2015, 06:00:29 PM »

36
Off Topic / Scholarships
« on: May 01, 2015, 10:22:47 PM »
Going to college this fall, so I needed dem munnies for $25,000 tuition.  :panda:

Luckily, now with the $3,500 scholarship for art and design that I just received based on my portfolio, I have almost reached my goal of completely covering college without paying a dime out of my own pocket, aqcuiring any loans, or needing funding from parents. Only a bit more to go (and that can be covered by my Pell grant, although I hopefully have one more scholarship on the way). One life goal, reached. :)

Anyway, I'm pretty happy.

37
Games / Who's excited for Star Citizen?
« on: April 08, 2015, 08:33:44 AM »
Probably won't be getting it any time soon, but it looks freakin' sweet (I'm a sucker for immersive and true open world gameplay).

Only thing that I think is kinda weird is the purchasing system. But I guess that's kinda just another part of the "realism" it claims to have.

Find out more here if you are uninformed: http://robertspaceindustries.com

38
Off Topic / Weird things in your everyday life...
« on: April 05, 2015, 11:37:39 PM »
What are some weird things that are pretty normal for/to you in your daily lives? One weird thing for me is that my youngest brother's toothbrush has been stuck in our bathroom sink drain for months. It's gotten kind of annoying because it doesn't drain like it should anymore.

39
Off Topic / Music & Me
« on: March 17, 2015, 07:33:09 PM »
Hey all... I haven't been around much lately (super busy and stuffs), and I haven't been doing a ton with my musical endeavors either; however, several of you peeps have said you like what I make, so I try to deliver. Posting this in Off Topic 'cause the Creativity thread is often lacking in activity... Only a select few ever seem to post there. :(

Anyway... Here's this thing. https://soundcloud.com/lloid-1/chief-lloid-remix

Your move, Jario. #thatrealtrap #mlg B^)
I did like your mashups though.

40
Off Topic / Animatron.com - In-Browser Animating Program
« on: March 16, 2015, 11:01:25 PM »
So I was curious whether or not any animation programs where available for online use (similar to how http://audiotool.com can be used to create music in your browser), and found this site: https://animatron.com/

It appears to be a fairly in-depth program, and while it's no Adobe Flash, it is a good free alternative and there are no downloads, plus your projects are stored in the cloud. Since you guys seem to like programs like Pivot so much, I figured I'd drop this here and see what you come up with.

It can export as HTML5, GIF, or video.

41
Games / HAWKEN [Update - HAWKEN dev servers going back online!]
« on: March 13, 2015, 11:32:49 PM »
That's right... Apparently, the still-in-beta HAWKEN, only the most epic mech FPS game ever (totally not opinionated...) has finally created another Facebook post for the first time in the better part of a year. Their last post before today was July 29th. Then, it abrubtly halted. The game activity slowed; people assumed it was dead. The only thing that kept it alive was the fact that a) it's awesome, and b) its servers stayed up this whole time. And now, it's back. Check their FB page for the latest update.

http://facebook.com/playhawken

Other links:

Website: http://playhawken.com
Twitch: http://twitch.tv/officialhawken

Latest updates:

Quote from: HAWKEN (March 17, 2015 - 14:10 Central)
[HWK]Capnjosh is headed to the datacenter to install the first ‪#‎Hawken‬ servers in their new home. Game on and long live Hawken!

Quote from: HAWKEN (March 16, 2015 - 15:00 Central)
Attention Pilots! We've received comms from Gamespot! PC Mech Shooter Hawken Acquired by APB Publisher
http://ow.ly/KpgNT

Quote from: HAWKEN (March 14, 2015 - 19:53 Central)
I’m pretty excited to *now* be able to announce that Reloaded Games is the new owner of Hawken. It’s a seriously great honor to be a part of the Hawken story, and I want to see it thrive. Once the forums are up we will post more information (they’ve been taking a lot longer than I was hoping).
-capnjosh

Quote from: HAWKEN (March 14, 2015 - 18:36 Central)
[HWK]capnjosh will be playing some Hawken tonight at 9:00pm PST. You in?

Quote from: HAWKEN (March 14, 2015 - 00:47 Central)
Just to confirm, yes, Hawken is here to stay.
I haven’t been able to say *anything* until just this afternoon, but here’s a checklist of things we’ll be working on:
Fix password reset
Get Forums working again
Fix more deployment stuff
Fix a bunch of tools systems
Play Hawken
Fix more back end systems
Play more Hawken and get rolled by the good players
Fix Fix Fix (yeah, lots of this)
Plan new updates and future changes
-capnjosh

Quote from: HAWKEN (March 13, 2015 - 16:49 Central)
roosterpit cracked. Low on oxygen. Repair drone offline. Wow that was a big freakin' boom. Gonna take some time to fix these dents and bring her back online.

I guess we’d better get started... Heading back to base on reserve power... Will update report as soon as repairs are underway...

Quote from: HAWKEN (March 13, 2015 - 13:36 Central)
Rumble...

42
Off Topic / My FRC Robotics team's robot reveal video: Luna
« on: February 25, 2015, 09:50:00 PM »
So, I made a robot reveal video in a dark garage in sub-freezing tempatures; I hope you enjoy it. Georges and I froze our backsides off for this one. 😜

https://www.youtube.com/watch?v=TyrdFmZxKoY

43
Add-Ons / The Present Gun - Launch your friends to the North Pole!
« on: December 24, 2014, 10:32:41 PM »

Introducing... The Present Gun!




I love this community, so I decided to make a special Christmas-themed add-on for you all! Basically, you pull the trigger on this puppy, it makes an EPIC pop noise, spits out a present, which explodes into confetti on impact (and cheers from mysterious invisible children happen, wut). It also destoys bricks and knocks back players. Because of it's knock-back capabilities, it's good for jumping (and softening landings)!

Whoever is on the receiving end of one of these happily flying presents will be more surprised than if they got Santa himself for Christmas, for they will be launched into New Years with utmost haste.

So yeah, download and enjoy! MERRY CHRISTMAS AND A HAPPY NEW YEAR TO YOU WONDERFUL BUNCH OF MISFITS! :D





44
Off Topic / Christmas gift for the Blockland community - LINK IN OP!
« on: December 24, 2014, 08:36:09 PM »
...Patience, it's almost done. I do have a placeholder gift for you, some musics.

https://soundcloud.com/lloid-1/motn-lloid-remix

Listen to the musics while I finish the real gift.
I'm posting this here and now to get y'all excited, btw. And because there's more activity here than in Add-Ons.


IT'S OUT! GO "UNWRAP" IT! http://forum.blockland.us/index.php?topic=272058.0 :D

45
Modification Help / Animation Help (not DSQ)
« on: December 17, 2014, 08:33:33 PM »
I have a model with an embedded animation - do I just play it via states with stateSequence[1] = "sequence";? And if so, since that's what I have, what am I doing wrong? I have the bone animated, and the model has an armature modifier on it. Is that modifier not enough (even though it deforms just fine in Blender)?

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