3d Animator, Release 1.6 with import Quake md2
#21
Posted 03 January 2013 - 09:32 AM
#22
Posted 03 January 2013 - 06:56 PM
I can investigate the vtx file structure and try to come up with an import feature. It's as you said not that difficult. It looks similar to a Wavefront .obj.
For the mean time you can export your Anim8or models to .obj which 3dAnimator can import.
Can you tell me if the .obj import is good enough for what you need? It saves me the time making an import feature.
Anyway, I'll see what I can do for you and let me know if you need anything else.
#23
Posted 04 January 2013 - 07:27 AM
#24
Posted 04 January 2013 - 12:12 PM
If Blender exports each frame of an animation to one md2 file, 3dAnimator can import this file. And by using the 'model sequence' mode of 3dAnimator you can bring this animation to your GameMaker game. So, after code generation, indeed an animation in your 3d game (The purpose I made 3dAnimator).
A Wavefront .obj file contains only one static model, so Blender should export each frame to a .obj file. You can import these files as shapes (through the shape menu) and again use the model sequence mode to play the animation.
@mrsmes Tools can be made with GameMaker. I made a few like SceneMaker (for making cutscenes and intro videos).
Are you really going to build a game console? Impressive.
#25
Posted 04 January 2013 - 11:14 PM
#26
Posted 05 January 2013 - 06:40 PM
#27
Posted 10 January 2013 - 08:54 AM
any way to fix this?
Edited by Tizorna, 10 January 2013 - 08:55 AM.
#28
Posted 12 January 2013 - 03:02 PM
hey i have a question When loading from a folder inside the "included files" my model doesn't show up heres what i used "models\Player_mods\"
any way to fix this?
Sorry for the late reply.
I think the path "models\Player_mods\'" is the problem, so instead of d3d_model_load(id,"models\Player_mods\playerwalk01.mod") you should, if the model is included, do d3d_model_load(id,"playerwalk01.mod").
Btw, GM 7, 8, 8.1 don't give an error if they can't find and load the model file. GM: Studio does give a message in the debugger.
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