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kggx

Beta Tester
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Everything posted by kggx

  1. It is for those apache battle helicopters *passes the virtual cookie* Thanks!
  2. Hi there, if you don't know (in 99,9% that's the case^^) me im Kilian. Im currently studying 3D Art and Animation and im part of a project group called "Project 0814". We are a group of 5 people from the university and we want to start a indie company and develop our first game. By doing this survey we hope to get an in depth view of the current gaming market and extracting a potential consumer group. So if you're interested, bored or have time please check out our survey hosted by Google Forms! https://goo.gl/forms/4FiJwM5PbA3tlCd12 The survey takes approximately 5 - 10 Minutes and is completely anonymously but you can give us your spam mail if you want to hear from us in the future. And if this survey post is against the rules please delete but I couldn't find any reasons in the rules. Thank you in advance, Kilian Edit: Changed title because of potential confusion.
  3. would love to see something
  4. you forgot the TM... valve meme^^
  5. I do not want to be annoying, but is this still a thing?
  6. Ah okay ^^ yeah I know had no luck with 3Ds Maya either. Would love to have an converter since Unreals new Sequencer is so good Also want to share the importer with us? Would be highly appreciated!
  7. so there is naitive import in unity? Have tried it without sucess but ggwp @solcrow! Im not sure but the bones looked fine... they were just messed up in rotation: Z: -180° & x: -90° at least in Blender. But that would be a lefthanded / righthanded thing coordination so no real problem.
  8. Got the blender log from the converted file. Also when I'm running it twice it only shows 3 bones are too long insted of 6 bones
  9. Nice. One question does it start by it self or do I have to start something? some times it did it some how but no idea how. EDIT: Well, it just takes a while but works on some fine & on some bones the names are still too long.
  10. Okay I run into an issue which causes this weird looking animation glitches and wrongly imported skeletons. When importing Blender can't use the bone names in the file because they are too long. I think blender automatically renames the bones what causes that animation mutation things because it cannot map them correctly and it would be so much work to rename every bone and map them manually.. Hope someone can use this information.
  11. alright. gl In the meantime I'm messing with animations since the exported .smd animation rig seems off to the rig from the object itself.
  12. Well step by step @bobfrog: 1. Import the .drs into Lightsong 0.5 2. Export from LightSong 0.5 to .smd 3. Import the .smd into Blender via "blender_source_tools_2.9.1" 4. Export via Blender to .fbx I think if we ask the creator of Lightsong (I dont know his name anymore...) he might give us useful information about the converting from .drs to .smd
  13. Oh ye I was using .smd file from lightsong
  14. Beeing sucessful at something rules!

    1. anonyme0273

      anonyme0273

      Wow. How inconsiderate towards people who suck at everything. I am deeply offended. Thanks for reminding me how useless I am -_- 

      ... :kappa: 

    2. Deadman

      Deadman

      Well if you are successful at failure you are still successful :P

    3. kggx

      kggx

      All of that true :D Kappa

  15. I dont know if some one is this far already but I was able to convert a unit with the source skeleton to a fbx file using blender and source tools for blender. I was able to get the Skeleton and Bones but no luck with animations. For mass converting there is a python console in blender maybe some one can write a script... Anyways off to sleep Kilian Also this is a test thing in Unreal Eninge. (I love UE btw.) EDIT: Maybe there is a more simple way to mass convert .drs to .smd than .drs to whatever else since Lightsong has the feature to export to .smd
  16. thanks dude! would love to have bones tho.
  17. I just dragged the 0.5.exe in the Installation Folder of LightSong v0.4b and boom. it works^^
  18. you mean normals? works like texture in the material in C4D
  19. Select Polygons for a body part, create a Object and export this. In theory it works I did not try yet...
  20. Problems with 3D Models are anoying!

  21. My Problem right now that i cant add the original Animations and most of the models are one big model and not Sperated in f.E. Legs, Hands, etc.. so I have edit the hole models without making them look like garbage ^^ anyone got options? or do I have to put in serious work ? xD
  22. Intel i5 760 OC @ 4GHzAsus P7H55-MCosair XMS3 2x4GB RAM(Used to be 4x but the 2 other wont work properly [Upgrade soon])ASUS Nvidea GTX 770Hard Drive Stuff
  23. Well its kinda low because its scaled by 10 and I make a WallPaper which dont need super high res pictures. well it takes a while... atleast for me.
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