rigging for entity

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Iron Mike
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Joined: Thu Mar 18, 2010 3:00 am

rigging for entity

Post by Iron Mike » Sat Mar 27, 2010 10:33 pm

Due my character being a robot, a skin modifier would be dumb thing to use. I decided to make my own bones also using IKHsolvers for foot/join usage (nothing is weighted, don't worry), and instead of using aforementioned skin modifier, I decided to link each body part to each respective bone. Is this fine with entity? do I need to do any grouping? I am not familiar with the ways of entity.

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darksmaster923
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Re: rigging for entity

Post by darksmaster923 » Sun Mar 28, 2010 5:51 am

You don't need to group anything.
Herp derp.

Iron Mike
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Re: rigging for entity

Post by Iron Mike » Sun Mar 28, 2010 11:15 pm

great, thanks. btw, does anyone know of where i can find the ogre exorters for Max 09? I cant find them.

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bernie
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Re: rigging for entity

Post by bernie » Mon Mar 29, 2010 12:30 am

great, thanks. btw, does anyone know of where i can find the ogre exorters for Max 09? I cant find them
Get them from here http://www.ogremax.com/Packages/OgreMax ... mercial.7z
OgreMax Scene Exporter
3DS Max 8/9/2008/2009/2010 exporter that generates all core OGRE mesh/material files plus .scene files. Includes two viewer applications, scene loading source code, documentation, and sample scenes.

EDIT: you may need the runtimes see this page http://www.ogremax.com/downloads

Iron Mike
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Re: rigging for entity

Post by Iron Mike » Mon Mar 29, 2010 6:36 am

do the ogre imports for entity handle animations? (i wanted to do the .nfo and .key exports that bernie suggested in a different thread, but I couldnt find them, so im going to try ogre if I can.)

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