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Custom Animations Project

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Peejster:


--- Quote from: MegaScientifical on December 17, 2011, 05:27:56 PM ---No, there was someone else. Forgot who.

--- End quote ---
nice to see that people flip the forget out when i'm gone

EpicFrySauce:


--- Quote from: Peejster on December 17, 2011, 05:10:30 PM ---Well done!

Now how about adding custom nodes to the model?

--- End quote ---

Probably wouldn't be that hard... but you could always fake another mount node, by offsetting your weapon/item mountPoint.

But another node, you would have to add it to each animation file, and parent it correctly, and then change the code of the item so it mounts it on that node. This is all theory though, which I don't plan on testing anytime soon.

The Corporation:


--- Quote from: EpicFrySauce on December 17, 2011, 05:06:03 PM ---Holy crap I've done it!
I've gotten the default animations into blender!

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woot.
All default animations? *trollfaec*

EpicFrySauce:


--- Quote from: The Corporation on December 17, 2011, 10:36:22 PM ---woot.
All default animations? *trollfaec*

--- End quote ---

Haha. Well if it works for one, it should work for all.
Shall I convert them all? Who's interested?

And MegaScientifical, eat your words. :P
Shaper is the easiest solution to this problem, and now I am successful.

heedicalking:

it's cool we can get them into blender, but actually getting animations out of blender and into game is what i really want to find out how to get working. the guy who was working on steam with me to get the bones fixed isn't responding so....

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