|
|
Re: [Request] sbs ''how to'' bow tutorial [message #45715 is a reply to message #45705] |
Mon, 22 September 2008 13:52 |
|
well, you can figure out how to make the bows just by looking at the already existing bows
to make the bow, you need 3ds max 8 or 9, and you need panda exporter, and you need to rig the mesh
export a bow from FE and import it to 3ds and look at how it's set up
"All of the work, and none of the play, will surely provide for a speedy decay"
|
|
|
|
Re: [Request] sbs ''how to'' bow tutorial [message #45752 is a reply to message #45744] |
Tue, 23 September 2008 04:46 |
|
as far as I know, you need to use 3ds max for bows
you need to rig the mesh, and unless you want to experiment with that, it has not been tested yet. I hadn't gotten to that yet, and I'm the only one who's ever gotten anything into fable from blender
have you seen my tutorial here? If this works at all, it will be the same idea, except you will need to do skin weighting
the problem is, I don't even think blender's directX supports rigged meshes, it probably get stripped of that on export, so you'd never get a bow to work unless you did it by hand (you don't want to do it by hand, that would be ridiculous and really really difficult)
but, if you want to try, it's got these:
HDMY_WEAPON_FOCUS_01 << where you hold the bow and the direction you hold it.
HDMY_COUNTER_PLACEMENT << where it's put on counters in shops
and I know there's another one, something like HDMY_CREATION_DUMMY but I don't know if that's what it actually is. Been too long.
you also need to weight the bow, so if you decide to try this, I would recommend doing a simple rig of some random mesh and try exporting it and see if the bones and weights are also exported. If they are, this could work
if they aren't, this won't work and you can forget about trying it without 3ds max
"All of the work, and none of the play, will surely provide for a speedy decay"
|
|
|