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ex. this model is only one piece thats rigged and animated
ive borrwed this model from a site
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ex. this model is only one piece thats rigged and animated
ive borrwed this model from a site
You can use that, but you will have to do some toying to get it to actually work within NWN I imagine. The animations would have to be setup by name, for example.
Does it have a texture?
You can use that, but you will have to do some toying to get it to actually work within NWN I imagine. The animations would have to be setup by name, for example.
Does it have a texture?
yes it has a texture but what do you mean by toying
NWN accepts animations that are all in one file, and the animations are done via bones for models like that, which I imagine the model has if it is animated. You would need to make sure that is all set up, and make sure all of the minotaur's animations are named like NWN models have them, and potentially you might have to space them a certain way too.
I am however uncertain if NWN takes certain types of skeleton systems, or if you would have to rig it all over again.
This may help...
especially the section on Creatures.
It's a bit outdated, but it's the best help I can provide.
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MDA
This might help http://neverwinterva...nmesh-turtorial
Draygoth has taken a lot of animals I sent him from other games and imported them into game. You might want to pm him.
This might help http://neverwinterva...nmesh-turtorial
Draygoth has taken a lot of animals I sent him from other games and imported them into game. You might want to pm him.
where do i find draygoth
the problem is, i use 3ds max for modeling and animating
I use it and I can say, most of the steps do not really differ. Placement of buttons is mostly what changes but most of it shouldn't require more than a quick scan of the screen to figure out where it is in relation to where it is in GMAX.
If a roadblock is truly stumbled upon, can always ask!
I use it and I can say, most of the steps do not really differ. Placement of buttons is mostly what changes but most of it shouldn't require more than a quick scan of the screen to figure out where it is in relation to where it is in GMAX.
If a roadblock is truly stumbled upon, can always ask!
i have one to ask, why are the bones of my model showing in the game?
You need to CHECK the trimesh settings for every mesh (part of the body etc.) you export. If you dont want something to be rendered but you need it ingame nevertheless uncheck box "render", thats render = 0! That way you use bones. The way is to use shadow on and render off because skinmeshes dont cast shadows at all and dont even accept any king of trimesh settings above the skin modifier.
And Gmax is the old 3dsmax 3 or 4 without the tools advanced modelers (rendering, lights camera etc.) use so what works with gmax technically should work very similar in 3dsmax!
And I suggest you take a look at the original minotaure model from bioware and see how everything works. How it works in 3dsmax and ingame.
Trimesh settings are what the aurora engine can read so to say. The engine dont understand just a mdl file from 3dsmax and thats it. Thats not how it works. you have to tell the engine what to do with the model ![]()