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Some helpful hints in modelling and animatinghome / Knowledge Base / Modeling / Some helpful hints in modelling and animating
Here are some hints you may find useful when importing a model, such as a weapon.
Weapon modelling:
- Try not to excess the animation frames, i.e. 20 frames for one animation sequence. Keep to 1-5 frames per animation sequence.
- For faster animation sequences (such as shooting), the rate
amount should be doubled the amount of frames and fast. For example, I
normally import a shoot anim of 2 frames, but i put on FPS = 20.
- When animating, keep at least 2 or 3 spaces between each
animation sequence. For example, 3-5 is shooting, 8-10 is reloadbegin
etc. When in animating, it is very helpful to start at the animation before the first frame, such as 7 for reloadbegin.
- If you want hands, use Tack's Deus Ex Mesh Exporter or another
tool such as WOTGreal and export the DX weapon meshes. For example, if
you export a pistol, you can take off/remove the hand from it as it is
a seperate group in Milkshape.
- It is always helpful to have a real-scale view of the gun. For
example, export a pistol mesh, say you are importing a deagle (Desert Eagle). Make
sure your deagle aligns with the pistol to see how it looks.
- Make sure if you want muzzle flashes, that they are
BlackMaskTex, are the second group (note: when using meshmaps, they
start at 0, so technically, it is the third group but it shows up as #2
in the .uc file)
- Make sure your weapon is not over 2500 polys, as this would
cause extreme lag. I would recommend a limit, normally I use 500 but
you can use 800 if you want. The max poly limit is 3000 for DX.
- Make your guns centered for their situation; for example,
pickup view should be flat on the grid in milkshape; 3rd person should
be in the intereection of the XYZ axis, etc.
- When animating, use more max frames than you want. I normally use 60.
- Instead of righting down the anims or memorizing it, stick to
one anim plan, that way, you can import a gun, then import another gun,
copy its animation sequences etc.
- If you want a DX style weapon, use JC's hands by copying them.
- The rate of fire depends on how quick you put your shoot anim
FPS-wise. For example, if you put it like 5 (which would be good for a
sniper rifle), it wouldn't fire automatically even if you made the
shottime 0.1 and bautomatic=true.
Character modelling
- Character ,odelling is hard, so make sure your character is on a grid for starters so they are on the floor.
- You have to do loads of animations, so be prepared.
- Characters have this little 1 polygon shape called a weapontriange,
where the weapon rests (most have it on their hands). You can set this
in UnrealFX.
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