Author Topic: [Tutorial]Making Add-Ons With Blender(Not Modeling)  (Read 155741 times)

There is no scripts folder.
« Last Edit: August 04, 2010, 01:22:18 PM by Miner Blockman »



Just a little tip:

64-bit version of Blender creates models that crashes Blockland. 32-bit version works fine aside from refusing making shadows and ignoring alpha channels, so certain colours that shift their colours even if they shouldn't be doing so. (Blender 2.49b, Exporter 0.97beta3).

Just a little tip:

64-bit version of Blender creates models that crashes Blockland. 32-bit version works fine aside from refusing making shadows and ignoring alpha channels, so certain colours that shift their colours even if they shouldn't be doing so. (Blender 2.49b, Exporter 0.97beta3).
Uhm... Sorry, but thats B/S. I have the 64-Bit version and all of my models work fine.


Anyways, I need to know, Is it possible to make a cyclic animation for a weapon? I made the animation, clicked "Cyclic" in the exporter, but when I use the script to play the animation it stops after it goes one time through. Am I doing something wrong, or can I not have a cyclic animation for an Idle-time sort of thing?

Anyways, I need to know, Is it possible to make a cyclic animation for a weapon? I made the animation, clicked "Cyclic" in the exporter, but when I use the script to play the animation it stops after it goes one time through. Am I doing something wrong, or can I not have a cyclic animation for an Idle-time sort of thing?
May be the script

Anyways, I need to know, Is it possible to make a cyclic animation for a weapon? I made the animation, clicked "Cyclic" in the exporter, but when I use the script to play the animation it stops after it goes one time through. Am I doing something wrong, or can I not have a cyclic animation for an Idle-time sort of thing?

It's in the state sequence part of the script, not sure what to put though.

Blender link is broken for me. Not sure bout' anybody else.

It's in the state sequence part of the script, not sure what to put though.
k thanks.

I did, saved it to it, still nothing

Come on, I need to get this finished.

ya... i cant find the scripts...

For the headside, headup, etc animations, what do I do? Do I just make one set of keyframes at the start of the animation that are where I want the head to look? Also, Im noticing that the Bone i have the "eye" set to appears to be affecting the position of the mesh (eg, the top of the head is parented to the eye bone and it's merged into the jaw in-game) The eye is connected to the rig, can this cause issues?
« Last Edit: August 15, 2010, 05:09:48 PM by takato14 »

For the headside, headup, etc animations, what do I do? Do I just make one set of keyframes at the start of the animation that are where I want the head to look?

You have to make an animation of the head from the starting position, then turning to where you want it to turn. Headup is different though, badspot made it because of the backpack and stuff. The head rises a little whenever you equip a backpack or quiver. Don't worry about the headup animation.

You have to make an animation of the head from the starting position, then turning to where you want it to turn. Headup is different though, badspot made it because of the backpack and stuff. The head rises a little whenever you equip a backpack or quiver. Don't worry about the headup animation.
So, headside I make it move to whatever side I want, and In-game if I look (z) the head will turn in that direction no matter which way I had him look?
« Last Edit: August 15, 2010, 08:19:09 PM by takato14 »