That one on the left looks like he might have more than 1 HD ![]()
This is good work Dann-j I especially like the one on the right. This is something to play with for my current project perhaps.
PJ
That one on the left looks like he might have more than 1 HD ![]()
This is good work Dann-j I especially like the one on the right. This is something to play with for my current project perhaps.
PJ
This is good work Dann-j I especially like the one on the right.
It seems that lots of people have a thing for miners [sic].

Now I'm wondering whether a skeleton can wear a kilt and bonnet, and play the bagpipes too? We have the technology... ![]()
Now I'm wondering whether a skeleton can wear a kilt and bonnet, and play the bagpipes too? We have the technology...
I'm sure one of the existing cloth hats could be reskinned to make a Tam o' Shanter, and we've got bagpipes. That just leaves the kilt outstanding.
Then of course we'd need a new taunt animation.
There's a kilt someone made. Was a "warlock outfit" on the Vault. Don't know if it's been migrated.
There's a kilt someone made. Was a "warlock outfit" on the Vault. Don't know if it's been migrated.
The skeleton chainmail appearance could be reskinned to make it a kilt below the belt, and a stained and tattered shirt above the belt.
A battalion of undead Scottish infantry wielding claymores (greatswords), advancing to the strains of an undead Scottish bard playing the pipes, would be an awesome sight indeed. And they really *would* be wearing nothing beneath their kilts (except for bones).
We were discussing the Blue Slaad model, and think it looks a bit anorexic compared with the artwork for it. Can you fatten it up a bit? Make it look like the average Wallmart shopper? Ok, well, not quite that fat!

I spotted a few free rigged models available on TurboSquid. Here's what I thought were the best of the bunch:
These are higher poly models that need a significant amount of trimming, but look pretty wicked:
Nice looking Umber Hulk
Hmm... I wanted a turtle too. All I'd have to do is animate?
So the author claims in his blurb. He shows the rigging in the final shot. It looks like the textures will need to be extracted from the .blend file, which is a pretty old version. Possibly it may require an older version of Blender.
I don't even know how to extract them with any blender ( I hardly know blender I just it for UVW pelt mapping seams). Anybody?
I don't even know how to extract them with any blender ( I hardly know blender I just it for UVW pelt mapping seams). Anybody?
Blender has import/export options under the file menu. I think you would likely want it exported to 3ds--hopefully then the file would be in a useful form. I can take a look tonight to see if I can get it to export from Blender 2.69, unless somebody beats me to it.
both .obj and .3ds won't include the bone structure. afaik you have to use .fbx, which is supported by blender since vers. 2.7(?). the problem is that the last fbx plugin for max8 is vers. 2006, and i highly doubt that blender supports such an old file structure. fbx 2013 won't be of any use. you would need at least max2011 to import blender's fbx 2013, to then export from max2011 to fbx 2006 to get it into max8.
guess it's way more efficient to recreate those 6 bones from scratch ![]()
did some reading to catch up and there seems to be a custom fbx plugin for max to import blender's fbx files, though only for 32bit versions of max.
Well, all we can do is try. I'll give it a shot tonight. Blender 2.69 does have an fbx import, and so presumably an export as well although I haven't tried it. I should be able to save off the texture files as well.
I wonder if the tortoise would map well to the boar skeleton? It has a low-slung splay-legged walking gait (more like a reptile than any boar I've ever seen). At least then no-one would have to animate it.
The 'zombie walk' property on the creature hide would stop the tortoise from being able to gallop. I wouldn't imagine it'd ever have to use the boar's combat animations. If attacked, it could turn 'immortal' and freeze itself in the knockdown position to simulate retracting back into its shell.
The boar isn't even close to the layout of a turtle.
It's closer to the layout of a tortoise than to an actual boar. ![]()



Boartoise?
sweet. Let me come back with an update when I have it at least skeletonized... then the fun begins.
Well the turtle has been interesting so far. I just wanted to set things up since I won't have time to refresh on skeleton tutorial till tommorrow.
The files you sent me were all invalid in 3ds max 8. I imported the 3ds to blender. Its actually two objects, a turtle and a shell. I exported them in the wavefront .OBJ format I suspected was needed all along, re-imported to 3ds max and it's fine.
Then there is more weirdness. As I am sure you noticed there are two textures and two normal map textures. The shell is done seperately than the body for some reason. Anyway I got it all together and it looks as advertised.
I assume the multiple parts and textures won't be an in game issue as I will export them all at once, however there will only be one option for the tint map, either the shell can be tinted, or everything else. Or maybe both can if I do a blue channel on the shell and red and green on the body. Really not sure but I know you can have multi element objects (like this) in game as a single mesh. I've yet to see in detail how multiple graphics files will work, but I know they do. My piano object for example had 3 TGA files, and some of my objects I made even shared certain of their multi texture files (such as a solid matte white colour).
Anyway let me get it animated to at least a frozen unmoving skeleton and see if it views normally in game. Then I'll make it wiggle.
Tomorrow night Ill try that part.