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Topics - dessertmonkey

#1
I have been working on a displacement heavy map using the method of blocking out with simple boxes similar to Hammer. I tend to keep the base brushes in another layer in case I need to do some drastic changes later but anyhow...

When I pick the faces that I want to convert to displacements, it does its thing without error. However, it also disables the undo function somehow. I can partly understand why since a script is doing a number of operations but it is aggravating to find yourself sculpting the displacements afterwards just to find you can undo anything!

Also, a side bug is that sometimes the planes that should appear when Move Mode is on are sometimes unhidden. Fortunately, I can easily hide them, especially with the help of the script Outliner that makes it alot easier to manage layers so it's more of a nuisance than anything else.

Oh, and I'm using 3ds Max 2013 (64-bit) with Product Update 6 installed if that helps.  :)
#2
I decided to try out ragdolls again after some time trying to get them work before and... I know this time it's not me. I ensured the model had a collision box for each bone, the bones have constraints and $jointconstraint is checked, the collision mesh seems fine and is marked in yellow, etc.

When I put it into hammer and turn on the collision mesh visibility, the collision mesh appeared to have either collapsed to the root bone or all the others except the one on the root bone vanished. This holds true when I test the model in-game with the model passing partway into the floor.  :'(

I also tested your ragdoll example and a similar scenario occurs. I have tested this using the latest version of Wall Worm to date on two computers using Source SDK 2007 and 2013 respectively.
#3
Bug Reports / CAT feedback
January 24, 2013, 02:08:19 PM
I been trying out CAT for a hands view model and while the bones export, there's all sorts of nonsense going on. Since you asked for feedback on how well CAT plays with WWMT then .

After having luck with have the models attached as one model and aligning it's pivot to world at origin, I thought I have averted unwanted offsets. This doesn't appear to work with CAT.

Here's what it looks like in Max:



Both the CAT parent and model are at origin and oriented the same way (aligned to world). Only from the elbow down is skinned to the CATbones. I then assigned both the CAT parent and the model to the WWMT helper, created a simple handshake animation and left CAT in animation mode when I exported.

The result looked something like this:



The model is on it's side and the bones have been flipped upside-down and forced all the digit bones to the palm bone.

I have tried contraining bones to the CATrig, skin and export, but instead of them staying in place they go all over the place. After some troubleshooting I found that having a position constraint causes an offset even when the bones xform has been reset.

The only thing that worked at all is just simple bones with the model skinned to them. If nothing else, this has the least amount of problems.
#4
I been fiddling around with trying to get a target attached to a pole with 5 rings that spin when shot via physics. While the model does react to being shot, it just falls over and none of the rings even move. The bones and collision show up fine in the model viewer

I get the feeling I'm doing something wrong here but I can't figure out what it is. :-\ Maybe you got some idea what's going on here.

Here's the file
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