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Messages - MsSarrene

Pages: [1] 2 3 ... 8
1
Design & World Building / Re: Global environments
« on: Jul 05, 14, 01:15:52 PM »
I am glad that worked for you!

Reading over my own post a bit, I realized that I did not specify that you can change the area number itself as well. This will allow you to set what area you want as the parent so you can change the settings if you need to.

Area;9223372097032802722;

You can find that in the area organizer. Right click on the area you want to have as the parent, Go to Info, and just copy the area ID there and replace it in the file.

Now you have one localized area to adjust and change the environment where you want.

2
Design & World Building / Re: Global environments
« on: Jul 04, 14, 01:21:02 PM »
You can rename any scheme you want though use of notepad++ or simular. Change the file name, and then inside you will want to change two things:
Display name: that is the first name you will see, and you can also change the area it was created in as well

Open your ges file in notepad++
So first line you would have something like:
Area;9223372097032802722;

In this case, find Area and replace that with the name you want. There should be two. Make sure you do not replace any "area" that you might have for environmentmaps, or other similar.

I hope that helps.

3
Off Topic / Re: Buying 3d models from indie artists
« on: Jun 29, 14, 11:55:38 AM »
A lot really depends on what you have in your agreement, if you have one. Best thing is to work out some sort of written agreement that you both sign (digital signatures are fine) and have him email it to your email address. (keep a copy of that in your email).

As far as payment goes; Since you are using paypal you have proof of your transaction. You can also put in the payment notes, what the payment was for, and additional information, such as if this is considered a final sale, etc. I am not sure how this would work for a personal paypal, but we have such things set up for sales and purchases in our business paypal.

You can contact paypal and see what requirements or rights you have. Different countries have different laws as well. So you really need to check with the country you are in as well.

Best practice for similar situations:
    Work out terms with the party you are doing business with.
    Get as much as you can in writing
    Have the agreement if both parties agree and sign, sent to your email, not over skype, and save that agreement.
    Make sure payment states the use and purpose (paypal is good for this)

There are a lot more to the list. But main thing is to make sure you both know what the purpose and use is for.

Now, if you are expecting to own exclusive rights to that art, that is something different. Though from talking to you, I presume you would not want that.

I am sure others have other suggestion and ideas for you as well. But this is what I know off hand.

4
Art & Art Pipeline / Re: Query: character rigging basics
« on: Jun 13, 14, 05:36:40 PM »
Thank you Bennett! As far as parts go, that is the main goal always. The more you can replace, the less polys added up as well.

I will try that with the rig and a single mesh and see what happens. I will let you know later on in the up coming week how that works out. I plan on making an attempt by mid week again. So much to do, so little time! heh

Again, Thank you! Wish me luck!
Sarrene'

5
Art & Art Pipeline / Re: Query: character rigging basics
« on: Jun 10, 14, 09:51:41 AM »
I still have some of the same questions. I would really like to get moving on our project.

...<snip>...
    1) Best practice for texture weighting?
    ... a) Is it best to rig and adjust the envelops then break the mesh into parts?
    ... b) If so, will the new parts keep the weights?
    ... c) Keep the parts separate and adjust each weight separately?

    ...<snip>...

    4) Basic default clothing: should this be rigged with the main character mesh, or done separately? (We are using the parts system)

Thank you kindly, and be ready for a few more later on once i get past this point.
Sarrene'

6
Art & Art Pipeline / Re: Query: character rigging basics
« on: Jun 06, 14, 06:44:23 PM »
Here is the image. The character is 1.8m tall. I am not sure why it is so large. I am still trying to figure this thing out.

What I am used to:
Boss: "Make this armour/clothing"
Me: "of course!... Here you go!"


7
Art & Art Pipeline / Query: character rigging basics
« on: Jun 04, 14, 05:36:05 PM »
Hello, I am very new to organic rigging, and would like to know a few questions if anyone is willing to help out with some advice.

Note: I have experience in modeling itself as well as non-organic/static animations, just never done any rigging, texture weighting for organics (ie: characters). I have done armours, clothing and such as well in the past.  So this is all new to me. I have watched and read TONS of tutorials, though for best practice, I am not sure of. Hence why i am posting here.

Static tests went well. So now I am delving into the dynamic characters. This has brought me a few more questions.

Now for my first set of queries:
    1) Best practice for texture weighting?
    ... a) Is it best to rig and adjust the envelops then break the mesh into parts?
    ... b) If so, will the new parts keep the weights?
    ... c) Keep the parts separate and adjust each weight separately?

    2) Max's default biped has a hidden bone(?) called 'Bip01 Footsteps'. For HE, this stays as it is created or do I need to do something different to it (naming, etc)? (I know it says to keep them hidden- i just want to make sure there is nothing else to do).

    3) SRB when added is HUGE. My model is set for 1.8m tall total. Is this normal? (I have already done a static test in the engine, so size of the model is correct.)

    4) Basic default clothing: should this be rigged with the main character mesh, or done separately? (We are using the parts system)

Thank you kindly, and be ready for a few more later on once i get past this point.
Sarrene'

8
We had this happen when we opened the GUI editor panel as well the other day. At first I thought it was just me, when I realized it was happening to us both. But this a wee bit of an issue. I do not know if it is related to just specific panels or not.

I have found this happens when we have different panels opened up on the default dock position on screen. Normally i keep the panels over on my other monitor, so it was not until I opened the gui panel that I noticed. But it is occurring to us as well. Including properties panel as Josh stated.

9
States System:
Since the Quartz update we have had some issues with the stateful objects. The animation sequence for them does not follow what we put into the Action List -> Transform Interval. If it is left to 0, the asset will move to the designated offset position. However, if we put any amount of time for the transform, it distorts the animation causing the asset to reverse the animation, then go into the correct movement.
Please Note: This animation/state issue was not a problem prior to the update. All of our doors and such were working correctly and as expected. So this is something new that has started.
This happens no matter the physics type selected; static, dynamic, kinematic, no_physics

Script Error:
In addition to this, there is now an error that occurs when you use a static asset with a state attached to it.
!ERROR!SCRIPT:[_StateActionTransformClassMethods]:_StateActionTransformClassMethods is requesting the transform of the HBNode(9223372207678801874) but its PhysicsType is neither DYNAMIC nor NO_PHYSICS.  This will result in a performance hit.

Right Click State Editor:
Also, the right click states editor for an asset has not worked in months. To change the state of an object, we have to go through the f5 menu-> Area States Editor.

Here is  a video of the issue with the doors: https://www.youtube.com/watch?v=dXUgEwyg9Dk&feature=youtu.be

Thank you kindly,
Sarrene'

10
Art & Art Pipeline / Re: Converting to latest version
« on: Apr 11, 14, 04:32:39 PM »
Okay, I will give that a go. That can be a lot easier than constantly re-exporting :)
I will give that a try on the tiles and buildings and see how that works out.

Is there any documentation or specifics on the process to update locally we need to know or is available?

Thank you kindly! I appreciate it so much, I know several of us do.

Peace,
Sarrene'

Edit: It appears there is no way to do a batch, this is one at a time process?

11
Art & Art Pipeline / Re: Converting to latest version
« on: Apr 11, 14, 04:18:49 PM »
Thank you for checking that out!
Just a query.. as you can see we have a lot of final assets finished (this area is just for the architecture). We also have many geological, clutter and other odd assets as well...
Is it possible once this is sorted out, to have our assets converted so I do not have to re-export hundreds again? (mind you, if you look at version number of our final assets, most of them are over v7.

Thank you kindly,
Sarrene'

12
Art & Art Pipeline / Re: Converting to latest version
« on: Apr 11, 14, 03:07:53 PM »
I had thought about the caching issue, hence why I had uninstalled and reinstalled max on this system, as well as installed max on the other and tried there. So it is happening with a fresh install.

Okay, Pardon our dust in the server, removed a lot of things trying to sort out several of the issues.

Peace and thank you,
Sarrene'

13
Art & Art Pipeline / Re: Converting to latest version
« on: Apr 11, 14, 02:01:11 PM »
I am sorry, I completely forgot about posting that up.
For me, it says: SDK version 2.9.23.0 (Numeric version tag: 2.9.23.0)

I am using max 2012 64 bit.

Thank you,
Sarrene'

14
Art & Art Pipeline / Re: Converting to latest version
« on: Apr 11, 14, 12:48:12 PM »
Email and asset with texture sent. Please do not judge, that is a very old model i have been working on, but it is simple. :)

Thank you,
Sarrene'

15
Art & Art Pipeline / Re: Converting to latest version
« on: Apr 10, 14, 10:24:49 PM »
Good evening,
I tried a new asset and I still get the same thing. I even uninstalled max and reinstalled it before hand. I tried on another system as well with a fresh install of max. What I got this time is the following:
Code: [Select]
!WARNING!graphics:PERFORMANCE WARNING: [/world/livecontent/Assets/Architecture/Abyomon/wall/nyota_wall3_memorial_01.hgm], "Converting to latest version."
!WARNING!graphics:PERFORMANCE WARNING: [unknown], "Converting to latest version."

Any ideas?

Thank you,
Sarrene'

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