Thread: VRS Motion
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Old 07-30-2006, 10:03 AM   #12 (permalink)
Macht
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Re: VRS Motion
Originally Posted by Mellowy
Wonderful tutorial, but I must say it looked a bit confusing. But I guess it comes to you if you just try it out and check for yourself what happens when you do different things.

I'm pretty bad at VRS all around, think I need to find more buttons (like good zoom buttons so I can actually see what is what in trees etc)
Yes, as far as that Tutorial goes it's better for people have figured the other stuff first such as:
  • Importing Meshes
  • Exporting Meshes
  • Altering the Mesh
  • Setting Skeleton Weights
  • Adding Vertex's
  • Moving Meshes to the same Actor
  • Re-Texturing
  • Importing Motion
  • Exporting Motion

Well all the Zoom Functions I know are:


  1. Screen Distance (used mainly for Perspective to just how the model looks when the camera object is at certain distances)
  2. Zoom (Normal Zoom)
  3. Area Zoom (Drag Zoom)

Screen Distance when you use it on the model you'll notice no difference if you set the view to XY, XZ, or ZY but if in Perspective view the closer you zoom in the more it'll create a sort of fish eye like view.

Zoom Camera (Hold Z for a temp function or press Shift+Ctrl+Z to set the mouse to select it for continued use) This zooms in the model without chaning the Perspective view.

Area Zoom (Hold T for temp function or press Shift+Ctrl+T to set the mouse to select it for continued use) When using this you click and drage to create a box over the area you want to zoom into. Clicking without dragging will zoom to the maximum at that point, the max zoom has no use and got to be careful with it can get annoying if you are proned to make that mistake a lot.

Double Post Edited:
Originally Posted by Gulkeeva
Oh, I thought it was some problem you ran into with sheilds where it wouldn't move to the correct location during motion changes without doing some crazy spinning motions.

almsot 6am i should get some sleep
Lol, no wasn't a problem was to demonstrate that each skeleton works together by how they show up in the heiarchy. So basically since the shield in the skeleton structure traces back to the hand any motion the hand does effects the shields motion, Otherwise the shield skeleton itself it doing nothing but positioning were the sheild is on the model.

As you see at the bottom of what I put there I played with the shield skeleton and made it rotate on one of it's axis'. You can see it by using that .dat I placed on there, you'll see how the skeleton is normally and then with the one I played with you see how I only made 1 change and what effect it actually had.





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Last edited by Macht : 07-30-2006 at 10:03 AM. Reason: Automerged Doublepost
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