Sword scabbard vertex animation !

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chokeslam

Sergeant
I modeled a sword and it's scabbard.When i draw the sword another sword still stays in scabbard.How can i make the vertex animation box (in brf edit) checked?

 
Hmm... Well... You have to make this thing... Export the scabbard in the different frames (you will see the frames in BRFEdit) and you will see that in several frames the sword is in the scabbard an in others - not. Export them as you like (I do this: At frame 0 I call the exported obj new_sword_time_0.obj or something and in frame 200: new_sword_time_200.obj just to remember, etc.) and modify them to your new scabbard. Then, in BRFEdit, import the file with the first frame and then the others chronologically. At the second and any other imports that follow the first, check "Replace selected mesh" and click "Append". I hope that I've been helpful.
 
Export the scabbards, let's say from the viking sword. Notice the frames count:
Exported! There are three frames:
Now modify them as you like:
And now append after the first one. REMEMBER: Always the base frame is the first
 
I deleted the handle in second frame .base and 3rd frame are same they have the handle.But in game scabbard don't shown and the hande too.
 
You can't delete any vertices because each vertex must be present in all frames. Just resize them to be really small and move them into the body of the scabbard.
 
And now I show up.

Make sure that every time you export the model as a frame, you select it in the same manner. That is, try selecting all, then make sure it's in face mode, or vertex mode, but be consistent.

That should fix it.
 
If you model in quads, the problem probably lies in automatic triangulation, which wings3d does on export by default .
Not only the number of vertices must be the same, the order of edges connecting them must be the same also.
To clarify:
vertices.gif


Work with triangulated model.
 
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