Also, dunno where to put the second magazine model, maybe outside the player view? The only issue I can see is that I made a two-hand animation on a single-handed model, which causes issues with the first half of the reload animation, and is my fault. ![]() I've tested it, and it seems to work okay. ![]() It's 100% possible to make animations for PD/GE:X with Blender. Here it is inside the editor, sorry for the low frame-rate. Here is an original animation I made for the GF64 Uzi, it was edited over the GE:X ZMG. fbx with Blender, and load it into the editor. smd files into Blender, you can export back to. smd export works, as you need to play around with what model parts you want to export. smd for blender, though, it's pretty weird how softimage's. smd, which works losslessly in Blender imports, unlike the their finicky. My breakthrough found that Softimage mod tool also exports into. So, I've found out that using this editor, the bones are 100% intact right, unlike other editors. It's free, and it supports FBX somewhat well, as I could get PD models imported/exported, the issue is with animations, as they're not 100% accurate, but they're miles better than any other program I've used. It's basically the Softimage editor (Autodesk's pre-maya editor) made for game modding. ![]() I recently found out about the discontinued Softimage Mod Tool. Posted: Fri 4:16 am Post subject: Using Blender + Softimage Mod Tool for animations Using Blender + Softimage Mod Tool for animations GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
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