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? >>> (: >>> >>> >> >> > >