Parts of a model?

正在查看此主题的用户

状态
不接受进一步回复。
can you explane what these are?

static mesh, rigged mesh, vertex animated mesh,frame of vertex animated mesh,collision body,material and texture and how they relate to one another?
 
ilovemyhedgehog 说:
can you explane what these are?

static mesh, rigged mesh, vertex animated mesh,frame of vertex animated mesh,collision body,material and texture and how they relate to one another?

First off... is there any way you could post simple questions like this in the Q&A Thread? It will save space on the forums...and it is meant for smaller questions like this.

If you read that ^^^ now read the below....

Static Mesh - A Standard .PLY, .OBJ, or .DAE file with no rigging. Used for weapons and shields
Rigged Mesh - A .SMD file that is used for horses and body armor (armor and legs).
Vertex animated mesh - A .MD3 or .M3D (Not sure which right now) that is used for crossbows (Vertex animation for reloading), gloves, and scabbards (for pulling the sword out or putting it in).
Frame of vertex animated mesh - One frame out of 2-10 that exists in a vertex animated mesh.
Collision Body - Used for sceneprops. Basically....if you run into the sceneprop...a collision body stops you from walking through it.
Material - What you assign to any mesh that will tell the game engine that "This texture goes on this mesh in-game"
Texture - A DDS, JPG, or TGA file that the engine puts on a mesh to make it colorful and designed.

Notes:
Every mesh must have a material, and the material must have a texture.
Not all sceneprops need to have collision bodies, but it is a good idea (If you run the game on DX7 you won't need to worry about sceneprop collisions)
You don't need vertex animations for weapons, but it is a good idea to set it up if you want good looking reloads, placement, etc.
Rigging is REQUIRED by all the body armor, but leg armor can be split into un-rigged meshes known as "footA" and "footB" instead of "foot" which would need to be rigged.
 
状态
不接受进一步回复。
后退
顶部 底部