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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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most of the early versions will not open files created with the last version,
most of them crash out cloning, or report broken chains. all except 1.1.434.1 this version just opened my ix hull .gr2, it cloned a bone, saved the file, and it opens using the last version without errors, so after this success I created a completely new bone, saved the file and it reopens in the last version without errors ![]() I must never have tried this version, I just picked randomly out of the 33 versions you gave me, this time I started trying every one. so I have cloned 1 bone, and created 3 new ones, in the same file, it opens in granny viewer, and it opens in goblin, so it seems to be working fine. Last edited by mkiii; 11-04-20 at 03:04 PM. |
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#2 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() I am glad that you finally managed adding the new bones ![]() P.S: you didn't answer my question about the U-boat interior... Have you imported it already or are you planning to do it? That must be one of the trickiest parts: too many gauges, animated parts and crew animations to set up... |
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#3 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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well for a start we cannot create gr2 anims, so unless we can merge dat animations into the sub, it will be static meshes,
I spent ages trying to make the torp door+anims work for the ix without any great success. I had started to do an aft torpedo room with 2 tubes in it. for the sake of appearances. then was going to worry about the rest at a later date. not even looked at the waypoint stuff, although I remember "Vanilla" was doing things with them, with good results, The main drawback is not being able to create new meshes, all we can do is subset meshes into one, and then repurpose the meshes for something else. we can only work within the capability of the tools at hand. I just do one thing till it works, then move on to the next problem, spend too much time looking at the big picture and its too much work. |
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#4 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#5 |
Soundman
![]() Join Date: Sep 2007
Posts: 149
Downloads: 117
Uploads: 0
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I looked at keyframe stuff in the dats with s3d as well, figured I would be better getting the other things right on the ix first, before trying to learn a completely new thing.
must be the merge controller, saw that in goblin, thats what got me thinking about using the dat animations for the torp doors. I also considered using a dial controller on each door bone, the logic being if it can move a mesh needle, it can move a mesh door also, just need to play with the numbers, to make it look reasonable....."maybe" |
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#6 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#7 |
Navy Seal
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Found this screenshot of your previous work mkiii. I must admit , my heart's trembling every time I see it...
![]() ![]() This is what we should focus on in my opinion. ![]()
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 12-30-20 at 08:21 PM. |
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