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Pie to skp is the goal.

PostPosted: 20 Nov 2015, 07:59
by trevormanaze
There are currently 73 extension's for skp.
73 ways to port into a universal animation format that has millions of 3d models.

Can we utilize at least one? Pie to skp is the goal.

http://extensions.sketchup.com/en/searc ... egory%3A33

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 20 Nov 2015, 09:51
by Jorzi
You told me in the pm that iClone can import .obj, .3ds and .skp
https://copy.com/emU3EfwGetMxLo6x <= There's all my models in .obj format. I use that format to export to .pie from WMIT so they were readily available.
Really, if .obj and .3ds works, why would you want .skp files?
Almost every 3d software can convert to .obj and .3ds, while .skp is not very supported.
The .zip doesn't contain any textures, you will have to get those from the other .zip, or you can get them here.
Also, get WMIT, it's much better than pie slicer.

Warzone2100 iclone cut-scene 3d model success.

PostPosted: 21 Nov 2015, 01:20
by trevormanaze
Im seeing almost all of your warzone2100 3d models are now working in iclone. ".pie to .iclone " pie + .iclone .
1. 100$ Successful integration of .iclone and .obj !!!
2. Warzone2100 + iclone are now successfully combined.
3. Warzone2100 Cut-scene videos are now on the way..! :augh:
4. Warzone2100 new cut-scene's will be available as soon as I figure out the following last tasks:


3dxchange5 is only allowing me to paint the object one texture. Also I "blend multiple .imtl into still a single image looks a little better".

I need to find the setting inside 3dxchange5 to allow me to edit the .obj to paint all sides of the building,

For instance: All the original textures need to be cropped out of .bmp and added to each model ( takes 5 minutes or so each one). The hut has 4 sides and a roof. Painting them all a single color is working too fast, and not part of the true recreation process. (more to follow on that side of things).

Pictures will be soon, once I have something thats cool enough to post.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 22 Nov 2015, 15:53
by trevormanaze
update:

https://www.youtube.com/watch?v=-koHAjT5Enw

Heres a video where I was messing around with satmap size along with 3d model's and the palm tree.

What are the acceptable upload file types for video uploading?

pictures soon

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 26 Nov 2015, 09:34
by vexed
You can't upload video files here, if that is what you are asking?
As for your sample, it is a good start, but, lots of content and overall direction wasn't included, so hard to comment more about it.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 04 Dec 2015, 15:57
by trevormanaze
warzone bunker finished.jpg
warzone bunker finished.jpg (50.44 KiB) Viewed 3837 times


This is the final version of the regular bunker. I can fix height later, this one is movie ready.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 07 Dec 2015, 08:54
by Jorzi
Hi
The deep base is a feature. That way you can put it on uneven terrain and it will still look good.
Also please multiply the AO and color maps in an image editor.
If you want a specific RGB for your teamcolor, I could do that for you.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 08 Dec 2015, 02:26
by Berg
trevormanaze wrote:This is the final version of the regular bunker. I can fix height later, this one is movie ready.

What format is that model using?
I see that the bunker slots are not #000000 this will show as not being a hole in the cement.
Just curious.

Please upload the texture and the model of that bunker.


PS @jorzi if the deep base is a feature where is the model centre below ground level?
PPS This will make it impossible to hit in game ...I know this one is for cut-scene!

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 08 Dec 2015, 20:04
by Jorzi
You are right Berg. I had this problem and thus I had to cut off the deep base for the ingame version. I still think it's a bit problematic that the graphics should impact the targeting and thus also the game balance.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 08 Dec 2015, 21:52
by stiv
Interesting, Jorzi. Random thought: I'm not sure (yet!) how we do targeting. Are we using the bounding box of the target or a specific center point? If it is the latter, maybe we could add a fake connector to the models to designate the center.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 08 Dec 2015, 23:14
by Jorzi
I think to guarantee balance we would need some way to define graphics-independent hitbox rules for all ingame items.
I think I also had the problem that mg towers were slightly different height and could no longer fire over walls etc.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 08 Dec 2015, 23:21
by cybersphinx
Maybe the game should have a set of models that are used for engine calculations (balance) in addition to those used on screen. At the moment, someone with e.g. the artrev models playing against someone without them doesn't work either I guess (could that be the reason for the desyncs people are seeing?).

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 09 Dec 2015, 06:38
by trevormanaze
This adding texures to obj files is very difficult for me.
Can you guys send me OBJ files that are texured please.

I process .obj files and .3ds .fbx .skp very easily that come pretexured.

If u guys that are model makers can send me those file types that are pre-texured,

I can actualy get started on the actual process of turning things into a cutscene. :?:

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 09 Dec 2015, 07:00
by trevormanaze
Berg wrote:! can convert models to object format but im not sure what you wona do with them please show example work?


may I please have your email. Send me an instant message of your e-mail please.

Re: The Animator cut-scene thread. Post Here about the video

PostPosted: 09 Dec 2015, 08:48
by stiv
If I were me, I would grab some of the Art Revolution models and start working with them for the animations. They are quite pretty. A little heavy for the game itself, perhaps, but they would look great animated. Jorzi is your friend.

If you use Empties or Proxies (or whatever your animation system calls them), you can easily swap out models.