Next Gen futurist Soldier :

Posted By: ratchet

Next Gen futurist Soldier : - 09/12/10 23:38

Something i made with 3D Coat laugh !
Free to use for free and commercial project with any modifications if you need (just put Ratchet on credits !).

*** But not to distribute or sell as a 3D model alone ! ***

---------- Download Link ---------

The lightening in the pictures are from 3D Coat lights : it's very strong ! I tried in 3DGS the colors are lot more dark !
Be free to change textures to your own taste !

It has :
-color map
-normal map
-specular map

Animations :
run, idle, shotgun, fire, walk.
(The hands are open, you can make them closed in MED or Blender
for the model to hold some weapons ) !

The files :
- Blender files
- TGA textures
- MED model with animations





A8 render with normal map (it's lot more dark !) :





Important :
-Export from Blender in FBX when you push animate in MED
the model have a rotation , and scale i can't get rid off !
so the MDL have two versions : Bones and vertex.
- the run animation is detailled and slow : speed it up by code
with time_step !
- the walk animation is fast : slow it up by code
with time_step !




So by converting animation in Vertex mode, there are no more that problem, so you'll find the MDL file with vertex animations also.

Posted By: painkiller

Re: Next Gen futurist Soldier : - 09/13/10 09:54

very cool thanks!
Posted By: Pappenheimer

Re: Next Gen futurist Soldier : - 09/13/10 18:48

Quote:
-Export from Blender in FBX when you push animate in MED
the model have a rotation , and scale i can't get rid off !


In blender: Object --> Transform Properties: scale has to be 1 and rotation and location have to be 0. Same for mesh and armature.
When exporting don't transform anything, don't rotate - you can do that all globally within MED.
Posted By: ratchet

Re: Next Gen futurist Soldier : - 09/13/10 20:58

Thanks for the tip Pappenheimer !

But if in the animation , the whole body and armature of character can be moved up some times for walking ? the export will also or should they be at position 0 also during animation ?
Posted By: Pappenheimer

Re: Next Gen futurist Soldier : - 09/14/10 15:50

Body and armature as objects should stay at 0, any movement has to be part of a pose of the armature.
Posted By: ratchet

Re: Next Gen futurist Soldier : - 09/14/10 17:47

Ok by putting some a bones that always stays at 0 for moving character anywhere it could work so laugh
Posted By: Pappenheimer

Re: Next Gen futurist Soldier : - 09/14/10 20:17

Nope, that's not necessary. Look out for the pink spot which represents the middle of the object "body" and the object "armature" - this has to stay in the middle - the bones can be anywhere.
The object won't move anyway, when you make all your changes in Pose Mode or Edit Mode.
Probably, we had a misunderstanding, because you don't have a clear concept of what 'object' and its location, rotation, scaling means within blender - it is independent of any changes in Edit or Pose mode.
Posted By: ratchet

Re: Next Gen futurist Soldier : - 09/14/10 21:28

ok i think you say, that in object mode , the model and armature must be at position 0.
After that we can move anywhere the model and armature in pose mode ?

Thanks Pappenheimer for the tip, it will be helpfull for my nex RPG action prototype laugh !
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