rigging for entity
rigging for entity
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.
- darksmaster923
- Posts: 1857
- Joined: Wed Jan 03, 2007 10:32 pm
- Location: Huntington Beach, California, USA
Re: rigging for entity
great, thanks. btw, does anyone know of where i can find the ogre exorters for Max 09? I cant find them.
Re: rigging for entity
Get them from here http://www.ogremax.com/Packages/OgreMax ... mercial.7zgreat, thanks. btw, does anyone know of where i can find the ogre exorters for Max 09? I cant find them
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
Re: rigging for entity
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.)