Animation question
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Animation question
Hey, I haven't got the chance to play Transfusion yet - going to try it out when I get home. Anyhow, I'm curious regarding animation.
Is there any need for animation to be made?
If I read right, you guys use the MD3 format. Anyone know if there's a workflow to get it working with Maya? (exporters mostly)
I'm mostly curious as I might be able to help. I currently work as an animator on an UE3 title - I wonder if that would be of help.
Is there any need for animation to be made?
If I read right, you guys use the MD3 format. Anyone know if there's a workflow to get it working with Maya? (exporters mostly)
I'm mostly curious as I might be able to help. I currently work as an animator on an UE3 title - I wonder if that would be of help.
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- Shadow Warrior
- Posts: 412
- Joined: Tue Aug 10, 2004 09:40 am
- Location: Blue Mountains, Australia
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As Dusty said, we use PSK/PSA for our animated models. There are no technical guidelines as such (except maybe for individual modelling packages e.g. I always use a static ROOT bone); basically anything that can be loaded into UnrealEd should work in Transfusion. One thing I will note is that the model centres tend to be located at the feet instead of mid-body. I do my animations at about 25fps, but the speed can be adjusted and fine tuned in the game code.
I use Lightwave to create my animations, it has a plugin that's derived from ActorX, so the "official" plugin for Maya/3ds max should work fine. Just be sure to check the licensing.
Technically there are not many "animations" we need at present. We still need to build a number of models (some monsters, mostly static MD3 models) before they can be animated.
I use Lightwave to create my animations, it has a plugin that's derived from ActorX, so the "official" plugin for Maya/3ds max should work fine. Just be sure to check the licensing.
Technically there are not many "animations" we need at present. We still need to build a number of models (some monsters, mostly static MD3 models) before they can be animated.