Author Topic: [Tutorial]Making Add-Ons With Blender(Not Modeling)  (Read 157162 times)

Tried that. It messes up the script.

This is the first vehicle to do this to me...
Uh its the COB. (center of balance) best way to fix this is set the Center of Balance (in CS) to 0 and center the model at the origin :)

Most likely. I got my laptop's exporter working by pure luck.
Same thing here. The collada importer died when i did tho (says python isnt installed xD)

I fixed it. Detail32 was Detil32 on accident xD. Btw, the models i make all have REALLY screwed up flatshading, do you know whats going on with that?

Don't scale in object mode, it screws up the lighting. Add a cube, select your mesh and then select the Cube. Then hit Ctrl+J. Then just delete the cube in edit mode.

Don't scale in object mode, it screws up the lighting. Add a cube, select your mesh and then select the Cube. Then hit Ctrl+J. Then just delete the cube in edit mode.
Yeah, I heard that, but it happens even when i dont scale the model period. I tried the thing with the cube, but it didnt seem to help. Maybe I did it wrong? Should I try again?

EDIT: Just tried again, did the Joining, the cube turned black, but I cant delete the cube without deleting the other mesh as well. Also, will joining the mesh possibly cause it to reach a "Limit" in the exporter and cause it to Truncate the mesh?

EDIT EDIT: Deleted the cube without deleting the other mesh. It worked! Thanks dude! :D But theres one thing that still bugs me..... why is there no ground shadow for the mesh??? Part of the model has shadows so a bunch of lines show up on the ground, wtf? Do you know whats going on? (Btw, thanks so much for the help. Im gonna give ya some credit in the release because without you my model wouldnt have been possible.)
« Last Edit: June 13, 2010, 09:37:41 AM by takato14 »

Enable triangle strips when you're exporting.

Enable triangle strips when you're exporting.
Thanks. Figured it out eventually my self, but thanks anyways :D

Ok.... Ive animated it; The bones are all different objects, so Im gonna have to specify it to play all of the different sequences (Action, Action.001, etc) for it, is that right?

EDIT: and if thats the case, can it all be in one function?

Like so?:
Code: [Select]
function UberRifleImage::onFire(%this,%obj,%slot)
{
if(%obj.getDamagePercent() < 1.0)
%obj.playThread(2, Action);
%obj.playThread(2, Action.001)##;##
%obj.playThread(2, Action.002);
Parent::onFire(%this,%obj,%slot);
}

EDIT: I just exported and I didnt get any .dsq files, is that bad?
Ugh just tried and console gave me a syntax error (-_-) I marked it in the code above. Wtf??
« Last Edit: June 19, 2010, 08:45:49 PM by takato14 »

Alright..... NONE of my sequences worked in-game :/ Lemme guess, I used the wrong function didnt I?
« Last Edit: June 19, 2010, 09:26:19 PM by takato14 »

Alright..... NONE of my sequences worked in-game :/ Lemme guess, I used the wrong function didnt I?

I never got those %obj.playThread functions to work for me so I dunno.

I never got those %obj.playThread functions to work for me so I dunno.
Oh.... *(awkward silence)* Meh, Ill figure it out..... and when I do, Ill tell ya.... :) Thanks again for all your help!

I figured out the animations :) its not a function, its in the weapon image. (stateSequence = "animation name";).
It plays now.

But I have a new problem. When I joined the mesh to the Cube to fix the shading, It combined the Clip and the gun to the same object. How do I split the mesh so I can animate only the clip? Ive seperated it from the gun in edit mode, but its still all in one object.
(sorry for being a pest <:3)
Nevermind, fixed.
« Last Edit: June 22, 2010, 01:05:42 PM by takato14 »

ok, WEIRD animation problem! Alright, I have the clip seperated from the gun. All meshes are parented to a respective bone and Im animating the bones. I have the first keyframe inserted fine. I inserted the second one, no big deal.

Thats the second keyframe, and I go forward a frame....

OMG! I have no clue whats going on, please tell me youve at least seen this before? All I did from the first picture to the second was move forward one frame in the action editor.

ok, WEIRD animation problem! Alright, I have the clip seperated from the gun. All meshes are parented to a respective bone and Im animating the bones. I have the first keyframe inserted fine. I inserted the second one, no big deal.

Thats the second keyframe, and I go forward a frame....
[
OMG! I have no clue whats going on, please tell me youve at least seen this before? All I did from the first picture to the second was move forward one frame in the action editor.

You probably accidentally animated something that the bone is parented too.. cause there's no other reason it should move by itself.

You probably accidentally animated something that the bone is parented too.. cause there's no other reason it should move by itself.
But I did it several times in a row.... is animating an Empty possible? (Detail32, perhaps D:>)
ALright. Thanks..... gosh thats weird.

Just a basic question. How come when I select one of these, The other gets selected? How can I stop this?

Just a basic question. How come when I select one of these, The other gets selected? How can I stop this?
They're joined into 1 object. Go into edit mode and delete what you want.