Home » Fable TLC » Discussion » Graphics Editing » Blender Weapons Tutorial [helpers]
Re: Blender Weapons Tutorial [helpers] [message #43675 is a reply to message #43672] |
Sat, 05 July 2008 20:30 |
|
JohnDoe
Messages: 3007 Registered: October 2007
|
Retired
|
|
|
The New Fabled Ravrn wrote on Sat, 05 July 2008 22:12 | Isn't it just like tng. editing? Just type in like x, y, and z numbers?
| To a small extent, you can, but you have to be damn good at it. You have to know what each piece and value represents, and then you have to have a way of figuring out what values you would need. Scale would be the easiest, it's 1,1,1. If you had a way of finding out exactly which vertex was where, you can take care of translation and rotation, given you know the right rotation values, which can't be copied because the mesh is at the origin, and taking from other models would only give you the right values for that model, not the one you're working with, but if it were right to begin with, there would be no need to know anything in the first place. So to get rotation values (assuming you have a way to figure out which vertex was where, of course) you would mentally draw out the vertices and connect the dots to a point where you get a vague idea of how the model is positioned, then compare certain vertices to figure out what the rotation is going to be. Of course, you could also use Blender to draw out the model and grab data about the vertices for you.
[Updated on: Sat, 05 July 2008 20:33] Report message to a moderator
|
|
|
Goto Forum:
Current Time: Sat Nov 30 03:51:56 PST 2024
Total time taken to generate the page: 0.15486 seconds
|