[project1dev] Re: Mine Props

  • From: figarus@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Mon, 18 May 2009 23:30:05 +0000

Yeah I think it can but we have to get it to import first
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>

Date: Mon, 18 May 2009 16:21:08 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: Mine Props


but hey also if milkshape can import regular model data, i bet it can import
animation data too

On Mon, May 18, 2009 at 4:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> yeah, milkshape does bone animation that allows you to assign each vert to
> whatever bone you want.
>
> I think it has it so you can weight a vertex to multiple bones too but im
> not sure how that works so our engine doesnt currently support it.
>   On Mon, May 18, 2009 at 4:17 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>
>> well the thing about it is... somewhere along the lines we're gonna be
>> able to need to do pretty detailed animation, does milkshape support that in
>> program?  i am willing to learn animation over again if it will work, i just
>> want to get a consistant workflow going that will work longterm
>>
>>
>> On Mon, May 18, 2009 at 6:59 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:
>>
>>> that sucks man ):
>>>
>>> hey, learning to animate in milkshape was kinda a pain but i spent like 3
>>> hours and learned it back when i was first coding the animation stuff.
>>>
>>> If you want i could make (possibly bad) animations of the dog men.  Or i
>>> could try and find the youtube tutorial vids if you want to see them.
>>>
>>>
>>> On Mon, May 18, 2009 at 3:33 PM, eric drewes <figarus@xxxxxxxxx> wrote:
>>>
>>>> i dont want to duplicate efforts... no reason for it.
>>>>
>>>> i'll tackle lanterns, lanterns with poles for the walls, barrels, crates
>>>> (ew!)
>>>>
>>>> will have them done tonight at the expense of finishing kobold animation
>>>> (whcih i am frustrated w/ :-P)
>>>>
>>>>
>>>> On Mon, May 18, 2009 at 6:26 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>
>>>>> fair enough if you dont mind the duplicated efforts :P
>>>>>
>>>>>
>>>>> On Mon, May 18, 2009 at 3:22 PM, Matthew Freeland <
>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>
>>>>>> Multiple versions of the same thing isn't necessarily a bad thing. :P
>>>>>>
>>>>>>
>>>>>> On Mon, May 18, 2009 at 3:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> you guys might wanna let eachother know what you are working on so
>>>>>>> you don't waste effort and like, everyone comes back w/ a shovel or
>>>>>>> something hehe
>>>>>>>
>>>>>>>
>>>>>>> On Mon, May 18, 2009 at 3:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> Eric wanted to do the lighting pass so i leave that to him (:
>>>>>>>>
>>>>>>>>
>>>>>>>> On Mon, May 18, 2009 at 3:14 PM, Matthew Freeland <
>>>>>>>> mattthefiend@xxxxxxxxx> wrote:
>>>>>>>>
>>>>>>>>> Okay, so in order to make the mines a little prettier like Mr. Eric
>>>>>>>>> has been saying, I came up with a small list of props to get together.
>>>>>>>>>
>>>>>>>>> Torch Bracket (w/ torch and without)
>>>>>>>>> Shovel/Pick/Sifters and other mining equipment
>>>>>>>>> Hooded lantern (To hang from the support columns)
>>>>>>>>> Barrels
>>>>>>>>> Crates
>>>>>>>>> A stuffed Nick head on a taxidermy frame for threatening to eat my
>>>>>>>>> wormly family (I'll handle that one)
>>>>>>>>> Small rubble piles along the walls
>>>>>>>>>
>>>>>>>>> as well I am going to work on making the finished rail pieces,
>>>>>>>>> corner pieces, connectors, and railstops. as well I am going to make 
>>>>>>>>> some
>>>>>>>>> cave in blocks.
>>>>>>>>> Little vertical columns with boards bracing loose rocks, it should
>>>>>>>>> look cool.
>>>>>>>>>
>>>>>>>>> All stuff within the milestone list I believe, although I don't
>>>>>>>>> know how to apply lighting so I'll make Alan do it.
>>>>>>>>>
>>>>>>>>> P.S. Nick must DIE.
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

Other related posts: