|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Blender Weapons Tutorial [helpers] [message #43671 is a reply to message #43670] |
Sat, 05 July 2008 20:10 |
|
you don't, .x uses matrixes, so unless you can type rotation translation and scale matrices by hand you need some type of 3d program with .x support
"All of the work, and none of the play, will surely provide for a speedy decay"
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
|
|
Re: Blender Weapons Tutorial [helpers] [message #44372 is a reply to message #43644] |
Thu, 31 July 2008 12:08 |
gato26
Messages: 11 Registered: July 2008
|
|
|
|
i dont get the part where you have to select half the cylinder when its in the uv/image editor cause i dont know how you just selected half ive looked in the help in blender but it doesnt say can you please help me with this
|
|
|
|
|
|
|
|
|
|
|