Talk:Baked physics: Difference between revisions
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2CorporalAris: for you better use "reactor" | 2CorporalAris: for you better use "reactor" | ||
--[[user:Xuyase|Xuyase]] 9:14, 21 Nov 2008 | --[[user:Xuyase|Xuyase]] 9:14, 21 Nov 2008 | ||
:And then....? Import as a model with an animation? --[[user:CorporalAris|CorporalAris]] 14:55, 23 Nov 2008 (GMT -6) |
Revision as of 13:55, 23 November 2008
Considering this is now here, we should maybe make a tutorial for it, as making things with Blast code is retarded, mainly because of it's pricing. And even so, it be the same difficulty as doing it with 3d max or XSI.--Gear 13:20, 20 Jul 2008 (PDT)
Tutorial?
I personally have only seen a single video of it being used, outside of the stuff created by the Valve teams. How exactly is this done? I would love to figure out how to do it, but there are no resources on it. Even if I knew how to make it into an animation, I still haven't seen any way to integrate it. --CorporalAris 12:11, 18 Oct 2008 (GMT -6)
Yeah. It's heavy question. I have some experience of using Blast Code, but I can't understand how they do this for engine... --Xuyase 19:09, 20 Nov 2008
- There's presumably a new Maya exporter that creates the animation SMDs. --TomEdwards 10:59, 20 Nov 2008 (PST)
- Well, I would love to hear about it, but it seems to be under pretty type wraps. I have 3dsMax, so I hope it becomes available for it as well. --CorporalAris 12:11, 18 Oct 2008 (GMT -6)
- Blast Code work only with surfaces. And polygon models, that it creates from surfaces is only one piece. So pivots of fragments is not moving and all fragments it's one mesh. It won't export not as animated model or as physics model... :\
one variant - they record and convert *.blt file in smd's. another variant they use Glue Objects. But it's Megaton version. 1500$.... 2CorporalAris: for you better use "reactor" --Xuyase 9:14, 21 Nov 2008
- And then....? Import as a model with an animation? --CorporalAris 14:55, 23 Nov 2008 (GMT -6)