yeah if anyone needs any additional help feel free to email me directly figarus@xxxxxxxxx i have been busy this week but if anyone needs assignments or if anyone is lost, please let me know and I will help asap! :) On Tue, Sep 29, 2009 at 1:56 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > i didnt know you made up a tutorial. I just read it, very useful info!! > > > On Tue, Sep 29, 2009 at 10:43 AM, eric <figarus@xxxxxxxxx> wrote: > >> There's also a tutorial to go from c4d to milkshape for the game which >> should work the same for max, etc. And has a ton of hints... It is on the >> wiki >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: katie cook >> *Date*: Tue, 29 Sep 2009 10:36:25 -0700 (PDT) >> *To*: <project1dev@xxxxxxxxxxxxx> >> >> *Subject*: [project1dev] Re: Hey Gabriel >> >> 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? >>>> (: >>>> >>>> >>> >>> >> >> >