Hi guys . I would like to share some of the things Ive found usefull to know about 3D rad. i was going through a project yesterday and i found that I had 2 chasecams rendering at the same time. its a noob thing to do , but I noticed the framerate pickup after i disabled one of the chasecams. So yeah that was a noob mistake.
I would also like to share this little trick for changing camera views eg( close camera , and far camera views ) . I will assume you already have a character ready. Create a chase cam. then create a path , leave only the first line in the path options (0.000 ; 0.000 ; 0.000). link the path to your character skinmesh and make the character skinmesh the "parent" in your path options. add a "dummy" skinmesh eg (yellow fish). link the dummy mesh to the path. then link your chase cam to the dummy mesh , make the dummy mesh the "chase" in the camera options. now what you should have is .(1) the character. (2) the path following the character,(3) the dummy mesh following the path , and (4) the camera following the dummy mesh. next create another path with only the first line in the options (0.000 ; 0.000 ; 0.000) , and put the path far from the character. link the dummy mesh to the new path and make the character skinmesh the "parent ' of the new path . then switch off the new path. then add event on input , link both paths to the even on input , and set the relationship to "switch" for both paths in the event on input options.
What you should have ,when you play the project, is the camera changing position when you press a key (event on input). make sure you tweak your chase cam options so that the chase cam reacts to the dummy mesh position as fast or as slow as you want. Also set the dummy mesh "path loop options " to something enormous like 50000000 and the speed to something very slow like 0.001 so that the dummy mesh will follow the path forever.
this little method help keep the amount of chase cams to a minimal. this is usefull because I've found that too many chase cams in one project crashes my 3D rad . i actually got an error once , that said 'too many cameras in the project".
I'll keep updating this topic If anyone finds this stuff usefull. laters guys
Hi . Ive been working with blender and ive found a way to export bone animated models from blender to 3drad.
you basically use weight painting instead of envelopes . untick envelopes on your models armature modifier and tick only weight groups . then export to .x format and include skin weights , armature bones , animations , frame rate and all the usual options in the export menu.
but obviously before you export anything youve got to actually paint the skin weight for each bone.
Ive found that this way worls for me.
setup your bones armature. add the armature modifier to your model. setup your envelopes as usual. tick weight groups option in the armature modifier . select all bones and then select your model without deselecting to the bones ( use the top right menu to select stuff not the viewport ) . goto your models weight painting mode . at the bottom left menus on viewport, there is text called 'weights' . select that and click on ' assign weight according to envelopes ' . this will automatically assign weight groups for each bone in your armature. paint all you desired weights for each weight group and bone. dont paint zero weights , zero weights give export errors.
select all bones and the paired model. export to .x format. and that should do it.
alot of time is needed for trial and error. but start with a small simple model to get the workflow right.
use a weight painting tutorial if you dont get any of my rambling. but weight groups work. envelopes dont work with 3drad and .x format
Jul 3, 2017 7:49:23 GMT
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