i have created an animation in milkshape with 128 joints, the maximum it can support, it animates fine within milkshape but can not get it to animate in RFeditpro.
i have exported the glass as genesis bdy file then exported the animation as genesis .mot file and then used acter studio to compile them into an .act file this says it was successfull, but i cant view it in the programme 'viewer' when i import it into RF it will show if i dont have the animation attached but when i have the animation atached it just doesnt show up.
i then set it to play the animation when shot at and when i shot it it just seemed to disapear
here is the bdy file http://myweb.tiscali.co.uk/scottswebpag ... window.bdy
and the mot file http://myweb.tiscali.co.uk/scottswebpage/bwindow.mot
broken glass
I have tried to use milkshapes exploed effect in RF before 2 It was to make my zombies head explode whn I shot it but for me when ever he died and tried to play that animation RF would crash so I dont no if RF is capable of such animations... Mabey irrilict will be able to handle it!
My Deviant Art - http://black-crusader.deviantart.com
this kind of animation is really impracticle. the explode effect creates a set number of joints for the animation, and i think it might be a few too many for RF to handle.
if you want to make a breaking glass effect, make a SEP of the glass, say a window, in the game. when the window is shot have the glass dissappear and activate a particle fountain at the same location that sprays glass shards. this is how most games (splinter cell for example) handle this.
if you want to make a breaking glass effect, make a SEP of the glass, say a window, in the game. when the window is shot have the glass dissappear and activate a particle fountain at the same location that sprays glass shards. this is how most games (splinter cell for example) handle this.