[project1dev] Re: Hey Gabriel

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Tue, 29 Sep 2009 10:42:44 -0700

For what it's worth, i think slow and steady will win the race so don't kill
yourself! :P
On Tue, Sep 29, 2009 at 10:36 AM, katie cook <ktmcook@xxxxxxxxx> wrote:

>   Hey Dudes,
>
> Yeah, I don't work in Max, I use Maya. But the conversion is the same. They
> are now both maintained by the same company AUTODESK, so the tools are the
> same for the conversion.
>
> Gabe, when your ready I can go through with you how to go from Max To
> Milkshape. Its really easy when it comes to models. Animation is a whole
> nother story, but that can be tackled as you get to it.
>
> There are just some fundamental things to make sure to do before you
> transfer animations.
> Let me know and I can help you nail that down. I love "Solving that
> Mystery". Sorry, stupid Kindom Hearts ref. =)
>
> Anyway, happy gaming guys! Back to working on the game Tuesdays and
> Saturdays for now. No more whirly ball on Wednesdays, so we will see how
> Wednesdays, Thursdays, and Fridays pan out an maybe I can start contributing
> more on those days. We'll see what works out.
>
> Katie
>
> --- On *Mon, 9/28/09, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote:
>
>
> From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
> Subject: [project1dev] Re: Hey Gabriel
> To: project1dev@xxxxxxxxxxxxx
> Date: Monday, September 28, 2009, 6:18 PM
>
>
>  Very cool!
>
> We are going to need animation before too long but our demand for models is
> a lot higher at the time being so it's nice you are open to all of that
> stuff (:
>
> I think you can model in max just fine.  I think Katie works in Max? (i
> could be wrong!).
>
> The format that the game uses is milkshape 3d, but milkshape can import
> various file types, and most modeling programs can export as various file
> types, so as long as you have a way to get from Max to milkshape, you should
> be fine (:
>
> Eric or Chris or someone else might be able to help find the route to get
> from A to B.
>
> As far as what is reasonable for bones and polys, the goal of our game is
> first get it working, then later get it working FAST.  Since we do
> functionality before optimization, reasonable things are going to run slow
> sometimes.  This also means we dont have a clear answer of what is
> reasonable or not reasonable and we are still kind of figuring that out.
>
> clear as mud? lol... hopefully we'll be figuring that out as we move
> forward some more (:
>
> On Mon, Sep 28, 2009 at 5:26 PM, gabriel taylor 
> <aidyn66@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=aidyn66@xxxxxxxxx>
> > wrote:
>
>> I have experience with both skeletal and sprite animation, as well as 2d
>> stuff in aftereffects and etc, no problem.  Though, my true love is
>> modeling, I do enjoy sculpting forms and figuring out the best way to make a
>> shape. :)  SO, I'm available to work on anything.  I'd love to help with the
>> level construction and design, but I'm not sure where you want me/what's
>> needed at the moment.  I'm also more than willing to animate, of course.
>>  It's all good experience.
>>
>> I do wonder, though - from what I've been able to glean from the website,
>> so far all the modeling has been done is C4D, exported into 3ds format, and
>> then pulled into the engine via another program.  If I were to do my
>> modeling/animating in Max, would that cause any problems?  Also, what are
>> the current requirements/capabilities of the engine, in terms of polygon
>> count, bone support, and animating in the engine versus imported into the
>> engine?  What do I need to know to hop in without much of a learning curve,
>> I suppose?  :P
>>
>> ~gabriel
>>
>>
>> Alan Wolfe wrote:
>>
>>> Heya,
>>>  I was wondering...
>>>  You do animation, is that skeletal animation or do you also do sprite
>>> animation or anything? (just curious!)
>>>  And, do you do modeling as well as animation or is your forte mainly in
>>> animation?
>>>  (:
>>>
>>>
>>
>>
>
>

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