Weapon Tutorial
by Ryan C. Seirks · in Artist Corner · 09/12/2005 (12:52 pm) · 4 replies
I've looked all over for a good tutorial on weapon mounting etc, but can't find one. Does anyone know of one? Doesn't really matter what tool its for, I use blender, and most concepts are pretty across the board.
Thank you!
Thank you!
About the author
#2
=============================
Torque Exporter 0.87
Using blender, version 237
**************************
Loaded Preferences.
Processing Scene...
Warning: Could not accept child Mount0 on shape Shape
Cleaning Preference Keys
Exporting...
> Shape C:\Torque\pjx_demo\data\shapes\soldier\m16.dts
>Detail (size 32)
Mesh Object: Cube.001
Type: Standard
>Materials added
Material
>Detail Levels
Detail-0
Smallest : Detail-0 (size : 32)
Writing out DTS...
Finished.
==========================================
It shows up ingame, but it is oriented to default spot
09/12/2005 (2:30 pm)
Heres my problem. The exporter log reads:=============================
Torque Exporter 0.87
Using blender, version 237
**************************
Loaded Preferences.
Processing Scene...
Warning: Could not accept child Mount0 on shape Shape
Cleaning Preference Keys
Exporting...
> Shape C:\Torque\pjx_demo\data\shapes\soldier\m16.dts
>Detail (size 32)
Mesh Object: Cube.001
Type: Standard
>Materials added
Material
>Detail Levels
Detail-0
Smallest : Detail-0 (size : 32)
Writing out DTS...
Finished.
==========================================
It shows up ingame, but it is oriented to default spot
#3
09/12/2005 (9:55 pm)
Have you got the look animation?
#4
09/13/2005 (11:50 am)
Im going to create one prolly today or tonight and ill upload it on www.3d-wiz.com be sure to check.
Torque Owner Brian "Bazz" Staudinger
You make a node connected to the end of your arm
call it mount0, mount1 or mount2.
then in crossbow.cs you can select the mount point
datablock ShapeBaseImageData(CrossbowImage)
{
// Specify mount point & offset for 3rd person, and eye offset
// for first person rendering.
mountPoint = 0;
eyeOffset = "0.1 0.4 -0.6";