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Post Posted: 14 Aug 2012, 23:04
Post Posted: 15 Aug 2012, 03:15
Post Posted: 15 Aug 2012, 03:49
Mister_Prophet wrote:He's all spikey! I can see a clever skinner working wonders with that (Tarydium Titan anyone?).
Post Posted: 15 Aug 2012, 11:48
Post Posted: 15 Aug 2012, 12:59
Post Posted: 15 Aug 2012, 14:35
Post Posted: 15 Aug 2012, 21:35
TheIronKnuckle wrote:keen for tarydrium titan
Post Posted: 17 Aug 2012, 13:12
Qtit wrote:Btw, if anywone knows a way to batchexport frames of an animation, I'm very much interested.
Post Posted: 17 Aug 2012, 14:01
Post Posted: 20 Aug 2012, 14:04
Post Posted: 20 Aug 2012, 15:50
Post Posted: 20 Aug 2012, 19:07
Post Posted: 20 Aug 2012, 19:54
sana wrote:Food for thought:Could you use this method to create overlay models for players that show them having armor, thigh pads, a shield belt, helmet etc.?As in, for Armor you'd remove everything save for the torso, texture it differently, add shoulder pads and make it fatter etc., then script the Armor pickup so that it puts that mesh on your regular player model when you wear it. What do you think? Would definitely be easier for campaigns where you have one default player model you can't change, so that you don't have to make 6 variations of each armor type...This would also allow for customizable looks! In fact, you could just, say, cleave a player model in half and fuse two models together on the PlayerPawn to allow different textures on each half... voila, customizable shirts/pants!
Post Posted: 20 Aug 2012, 22:20
Post Posted: 20 Aug 2012, 22:28
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