PinkyandBrains Beginners guide
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hmmm new q here.
Has to do with canons on vehicle models.
To move them you set the dof’s. ok
You assign the longbow script and they turn.Now how about tracking the target? Now as I set them they seem kinda to follow the target but their aim is not centered to the target.
Any insights how to do it?
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ok I guess I’ll just leave it as is or just erase the dof’s so not to look funny. Maybe I’ll leave just the radar antenna turning endlessly.
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OK I looked at the ZPU-2 and the 2A65 and the Nike ADS
My observations from LE say that there are
2 DOF’s one rotate in x and one rotate in y.
in some there is a switch which alters the model. I believe this has to do if the unit is movable so it takes it’s form (model) as the device - vehicle is to be transfered like human operators are gone and parts fold or unfold so that wheels can operate and look normal while traveling.And there are in some SLOTS which as I understand are the weapons to be fired like missiles and etc that don;t show up on the actual vehicle model.
Does this apply for Gun fire also… I mean I have 2x50mm bullet guns on the ship for AA do I have to set a SLOT to understand it as a gun? If yes how and where do I set it?Finally I don’t see any script on those models.
So in my case for the radar antennas that I need them to turn constantly I need the LongBow script. Right?
About the guns turning towards targets as I see in the above models they don’t have turning limitations so their cannon can turn all the way.
Is this intentional, meaning it is interpreted by the code in a certain way and has to be like that or it is just not important if I use a limited rotation DOF?
I mean if the cannon in a ship turns all the way at some points it will shoot on the ship it’s self. So I used limited DOF’s to prevent such cases. -
Ok i will ask here. Is there a 3ds max script that can help me to find any orphan dofs or switches? thanks in advance
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Ok i will ask here. Is there a 3ds max script that can help me to find any orphan dofs or switches? thanks in advance
Take a look here
Regards,
EGHI -
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Don’t use Lod Editor to do it,
pType 6 is because these polygons is not part of a smooth group. IN 3Ds max: Select the face in edit Mesh/Poly and then in the Smooth/Groups select group (or use Auto Smooth). -
Any good tool to reduce the Poly/Tri count without sacrifice too much detail? Or a plugin to max? Pro optimizer does some good reducing but also kills a lot of the detail. And at the end i usually end up with a crap looking model. I hope i dont have to go through all the process again to make the model as it is now!
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I often reduce by hand. Selecting and deleting loops that are spaced too close together or that do not contribute to the geometry. Also look for “unseen” caps on cylinders and boxes. Dot-selecting and deleting unneeded rings on cylinders.
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Takes time but very good solution. Therefore many of my models Parts are eidtable mesh and unfortunatelly this isnt work
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Double post….
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Takes time but very good solution. Therefore many of my models Parts are eidtable mesh and unfortunatelly this isnt work
Well just before you export when u r done with your model u can delete such loops to reduce the polygons.
@Biker Thanx m8 many times I wanted to use such actions and had to redo a model or keep the modifiers to reduce segments… And all that time it was just a ctlr Backspace…
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IMHO the methode shown in bikers video is the way to go if you want
to reduce tris/polys in a really controlled way.You can always put an editpoly modifier on top of your stack,
or convert an editmesh modifier to an editpoly modifier and work from there.I personally sometimes use even an editpoly modifier on top of an editpoly modifier
to “experiment”, and if I don’t like the result, then I simply delete that last modifier.Cheers,
LS -
I personally sometimes use even an editpoly modifier on top of an editpoly modifier
to “experiment”, and if I don’t like the result, then I simply delete that last modifier.Cheers,http://i45.photobucket.com/albums/f82/lazystone/Smileys/hat_3.gif
LSThis is your solution Manos. So you keep your Mesh u apply a poly modifier even a second one and try. If not delete the overlaping modifiers and you are done.
But on such a complicated model I believe Lazy and Biker are right… you can’t trust an automated optimizer like Pro optimizer.
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This is your solution Manos. So you keep your Mesh u apply a poly modifier even a second one and try. If not delete the overlaping modifiers and you are done.
But on such a complicated model I believe Lazy and Biker are right… you can’t trust an automated optimizer like Pro optimizer.
Will check them. Thanks for the advices guys! Really appreciate them. Without all of them this project im in to will not even be possible!
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hmmm just a lucky discovery…
Why in Korea all Runways are of ptype 6 and not 9?
as a side note:
I found and a taxiway of ptype 7 (CT#634).
CT#1414 is ptype 19, why? -
Why in Korea all Runways are of ptype 6 and not 9?
Runways are planar surfaces that do not need smoothing between edges. pType 6 is also appropriate for geometry on vehicle models that are angular (e.g. a box, geodesic dome, etc…).
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just a small video thought to post it in case it is unknown to some. First teacher on this iirc was Eghi:
Greek writing is not important.
Red cross is left click yellow cross is right click -
Hey Arty,
Link to the switches only moving parts, then you don’t need to copy the whole model.Cheers,
EGHI