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Hash, Inc. - Animation:Master

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Posted

Right now I'm working in blender to create a game type of enviorment. Just convert the models over to 3ds and they work perfectly.

Posted
Right now I'm working in blender to create a game type of enviorment. Just convert the models over to 3ds and they work perfectly.

 

 

Jobe- Have you tried transferring animation made with A:M into Blender using the new MDD file format? Just curious.

  • Hash Fellow
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Posted

btw, the Tak and the Power of JuJu game was created with Animation:Master

 

 

That studio, however, created their own tools for moving A:M assets to a game engine. The game engine may have been proprietary also.

Posted
Right now I'm working in blender to create a game type of enviorment. Just convert the models over to 3ds and they work perfectly.

 

 

 

When you export 3ds into blender what polygons per patch do you select ?

Posted

Robcat after seeing the link I'm gonna have to check Torque, 3d game studio, quest3d, blender, and dark-studio pro.

 

 

Thank you thejobe I'll try out the highest setting on blender

 

 

When game designer say (asset importing) in the game are they talking about the every pice of 3d model that's made for the game like the building, back ground, character, and audio.

Posted

Quest3d is not a real gameengine, but a 3d engine. It is capable of creating games and many things more, but it is not especially optimised for games. I used it for my diploma thesis and it was nice to work with.

The result can be downloaded on my website, so I would have to perform a few updates on the loading algorithms, because it is loading a bit too long.

 

See you

*Fuchur*

  • Hash Fellow
Posted
When game designer say (asset importing) in the game are they talking about the every pice of 3d model that's made for the game like the building, back ground, character, and audio.

 

Any of that, all of that... I wish the game makers here were chattier so i could know more about it.

 

I think people have been doing the animation in A:M too and .X can transfer that somehow?

 

I'd like to know more about the workflow myself.

Posted

I used DirectX to export the model and the animations to Quest3d.

 

I captured a quite extensive video-tutorial on how to export from A:M to Quest3d a few month ago:

Video Tutorial: A:M > Quest3d

 

The workflow in short:

1.) Create a model with textures in A:M.

2.) Rig it in any way you want, but be aware that directx export can only handle bone-animations and weights, NOT SmartSkins or CP-animations.

3.) Create an action using this model. In general you use a repeatable action. And in general you want to go from a default-pose to whatever you want to a default-pose again. LIke that you can use all the animations without clipping.

4.) Export the model using the directX-exporter by using RMB > Wizard > Export > DirectX.

5.) Go to the action window and use the directX-exporter from there again. You will be prompted for the model you exported before. So go to your directx-file with the model and the bone-hierachy and click open.

6.) Repeat step 5 as often as you have different actions.

7.) Import them to Quest3d now.

 

Hope it will helps you!

 

See you

*Fuchur*

  • Hash Fellow
Posted
7.) Import them to Quest3d now.

 

But this isn't a game engine you said. Could you explain more?

Posted
7.) Import them to Quest3d now.

 

But this isn't a game engine you said. Could you explain more?

 

Quest3d is more like a 3d engine. That means it is not especially optimised for games but can be used for many things more like visualisations with interactivity and so on.

You won't find any predefined presets like "make a ego-shooter" or something like that.

 

There are pre-defined Walkthrough-templates and stuff like that but you would have to create enemy-AIs or something like that by yourself. (sounds much more trouble than it actually is)

I had fun but any gameengine or 3d engine needs learning. I used a few gameengines before and I found Quest3d to be much more easy to learn so, because you can just see what is going on in a better way.

 

I had much fun and you get a much greater freedom with this kind of program, especially since Quest3d isnt using code-scripting but graph-scripting. So you don't have to write your own code (you can if you need to, but you dont have to), but you can just do it all more graphical like a flow-chart. This has a few drawbacks too (for coders like me it is a bit confusing at first, but for people with little or no coding-experience it is easier to follow).

 

Here is a good comparision of engines, what a engine can do and what a authoring-programm can do. Quest3d is a 3d authoring-system based on a 3d engine:

3dgamestudio FAQ

 

See you

*Fuchur*

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