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Messages - gaarzen

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Took a long time but I was finally able to do it.
Even understood the PAR & AAS scripts a bit.

Here is the test:

Thanks a lot for the very detailed explanation, Bennett ! It surely helped a lot.

Hey guys,
I noticed that when I split my character into parts for dynamic customization (Torso, Arms, Hands, Legs, Feet, Head) I can view the seams between those parts.
I tried looking on the default character to see if it's just on my character and those seams actually appear on the default character as well.
I was wondering if there is anyway to make the model seamless because it looks pretty bad.

Thanks !

Hey guys,
I'm trying to follow the dynamic character tutorial and I am very confused ???
I have a skinned, rigged & animated character and I followed the tutorial down to "Animate your character" where it redirects me to "Animating Characters Tutorial".

In Animating Characters Tutorial something is very confusing in the order of the instructions (probably just my fault).
1. First it explains about exporting Animation then it explains about how to create the animations such as the Walk & Run Animations. It explains a few basic rules for those animations and then it says "once your animations are exported" then do the following though I can't really understand how to export the animations, I'm guessing just the skeleton with the keyframes? Looking at the thumbnails it seems to be that way.
2. It explains that an Animation Sequence File needs to be created (asq) though it didn't explain I should upload what I have so far to HE and how is best to upload the animations to the repository and where to put them as a guiding idea.
3. It shows how the Animation Set looks like inside HE and only afterwards it says I should add the animations to "Animationset.dat", only then I realized I can't make an Animation Sequence File without Animationset.dat so how come it comes afterwards?
4. After I'm done with that it says I should wire the character with the animations with the Animation Agent Script which is not a tutorial but a file with general information about .AAS file instead.
5. Back in the Dynamic Characters Tutorial after the Animation part it says I should create a .dat file for the new character, the dat contains information about file locations though it doesn't explain how it reads it, for example "Model=Guard.dyc" and "Agent=Character\Gaurd\animation\lightless.aas", how come the Guard.dyc is being located in the same folder and lightless.aas is being located in a specifically written directory.
6. Eventually the Dynamic Character tutorial redirects me to a doc about creating Part files, the doc is not a tutorial but seems more like a complex scripting guide.

Anyway I wasn't able to actually bring an animated character into HE, I was wondering if I'm missing something? Maybe there's a more detailed step by step tutorial somewhere?
I imagine many of you simply got it right but I'm new to the idea (just an Artist with Artist friends trying to make a basic starter game) and I need to ease in to the whole concept  :D

Thanks a lot !

Animation / Re: A good rig for Maya?
« on: May 14, 12, 10:07:11 PM »
Hey Bennett,
I've tried Rapid Rig and indeed the single hirearchy is almost perfect, also helps with eye rotation and Jaw movement among the usual things, will probably be buying that soon :)

IKinema can be found here:
It is pretty amazing with tons of features though the joints and controllers are to be made by the rigger himself before using it which then it will allow him to create a very smart rig setup for any set of joints & controllers he creates.

Animation / Re: A good rig for Maya?
« on: May 13, 12, 02:06:12 AM »
I found a pretty good one for character rigging called "Rapid Rig" and another nice one that can be assembled upon any set of joints for universal rigging called "IKinema" if anyone is interested.

Still looking for nice and similar solutions :)

Animation / [Resolved] A good rig for Maya?
« on: May 12, 12, 05:22:06 AM »
Hey guys,
I usually use Setup Machine for characters in Maya, however, it is built in a very different fashion than rigs for computer games.. too many joints, clusters etc.
I was wondering if anyone could recommend a nice rig setup for Maya that would do well for characters in HE?

Thanks a lot :)

Hey, sorry I didn't see the replies until now :)
The char is 9334 Tris, however, although one of modelers in the crew made it it's not going to be in the game and it's just there for tests.. Thanks  :D

Art & Art Pipeline / Re: Adding static mesh to HeroEngine
« on: May 07, 12, 06:03:10 AM »
First, that is the normal texture for every new object that you load. It is there to show you where the object is, until the client can download the texture from the server. So, without know how long you waited, your internet speed, and many other factors, like texture sizes, my first inclination is to wait no more than thirty minutes (thirty minutes would be safe to assume there may be a problem unless you are on dial-up, or are constantly being kicked.) before assuming there is an issue.

If you have already waited that long, and still no go, check for error messages in the Error window. Goto Windows --> Errors if you don't have it displaying.

Then use the search function of the forums to see if any one else has already got an answer to that problem. Hint - the likelihood is that they do, and can save you the time of waiting for the HE team to see your post.

If that still doesn't answer your question, come back here, and post the error message, as well as more info about the mesh, and the textures used.

And good luck.

Thanks a lot Dragorth ! I looked in the errors and saw I had a problem with texture locations for some reason.. now it's fixed and got it working :)

Art & Art Pipeline / [Resolved] Adding static mesh to HeroEngine
« on: May 07, 12, 04:04:46 AM »
Hey guys,
I tried to follow the "Static Art Assets Tutorial" and completed it just fine..
File (hgm) and textures (dds) are in the same folder in the ArtDepot, used repository to upload it all to a similar folder, went to the Asset Library in HE and added a new item to a new library, added it to the scene, mesh is visible though its textures are not and it appears to have some kind of default DDS which is colorful and flickering but not the diffuse or the normal maps. tried perhaps getting into the properties of the mesh and change the textures there but can only change the diffuse color.
I added a picture, I hope it is visible because I am unable to attach files for some reason:

Thank you ! :)

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