[project1dev] Re: Hey Gabriel

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 30 Sep 2009 09:05:45 -0400

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

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