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Author Topic: joint limit visual feature  (Read 6271 times)

« Reply #30 on: December 26, 2009, 02:07:30 PM »
it is looking quite busy in the left section.

Making a group where the items within is hidden when scrolling thru the list, and opens up when wanting to change something in the group. That would be useful.
« Reply #31 on: December 26, 2009, 05:19:39 PM »
once you try the tool it will make sense, why I did things this way, but when you select the body handle the spheres that are part of the active sphere group highlight and the ones not selected will receed. it is also good to have the other spheres visible so you don't leave gaps between say(hip's and chest etc...). anyway once playing with it, it will feel like a fisher price ragdoll tool and the process of doing it is over so quick it's not worth all the extra work to apply such a feature.

this will be an executable not a 3drad project, so you won't have to worry about the left side if that's what you are talking about as busy.

edit: oh sorry you were talking about rads(me commenting before reading properly again my bad) object list, what I did to get around that was change the color scheme of the 3drad ui elements and chose darker colours to provide better contrast agains the lighter unselected items. you get used to it and although collapsable item groups would be cool, changeing the color scheme works well too.
« Last Edit: December 26, 2009, 06:41:11 PM by genetransfer »
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #32 on: December 26, 2009, 07:37:02 PM »
hi this sounds great :o ...I am stupid so where is the d/load link ? ???  :)
« Reply #33 on: December 26, 2009, 09:16:02 PM »
it's not released yet but will be by the end of the week.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #34 on: December 27, 2009, 05:42:28 PM »
ok... only have to do the ragdoll script export and a tutorial and it's all finnished.

I did want the joint visuals to actually display the angle arc like a pie but due to the limitations of imposters I couldn't pull it off in a satisfactory way . I tried every possible way to get it to work even alpha masking(which almost work but joints infront of others hide their visual arc so it looked a little messy. so I settled for simple plus and minus stick visuals for the joints not as glamorous as I had hoped, but without a skinmesh array (not imposters but like them except the only benefit would be being able to modify the shaders individually) it was not possible due to the dynamic-ness of the editor and if I did a static limit for joint visual and not used imposterts the list would have been a mile long so this was the best option to go with within the limitations of the engine in dealling with something like this.

but the plus side is, it works! and some visual is better than none :)
anyway here is a pic...

using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #35 on: December 28, 2009, 09:03:29 AM »
Very pro indeed  ;)
Roll out!
http://www.youtube.com/watch?v=VD8MvMaPNO4

Do you have kids between the ages of 3 and 9?

http://www.amazon.com/dp/B007K1EFC6
« Reply #36 on: December 29, 2009, 02:30:48 AM »
Thanks! well it's all finnished and moleboxed ready for deployment  ;D! all that's left is the walkthrough tutorial, which I will do between today and tommorow arvo(mytime), and I will release it then.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #37 on: December 29, 2009, 04:08:14 AM »
this is so amazing its hard to believe!!!
« Reply #38 on: December 30, 2009, 04:18:18 AM »
 :), will most likley be up tommorow unless I finnish the tutorial tonight. so sorry if anyones waiting, the docs are just taking longer than I thought as I'm trying to give well rounded understanding of the process and tools. just to let you know I'm doing the documentation and tutorial in microsoft office word document, so if you don't have office you should be able to get the reader from the microsoft download centre. ok back to it...
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #39 on: December 30, 2009, 09:45:43 AM »
Really sweet gene. And a happy new year :)
« Reply #40 on: December 30, 2009, 10:34:04 PM »
Thanks and Happy new year to you and all!!!

oh how I love documentation  ;D. well I've finnished the main part of the docs/tutorials to do with skinmeshs and the the whole ragdoll editor character tool. but still have to do the tutorial on the 3drad project side of things. I'll be starting new years celebrations in a couple of hours so if I don't finnish it off by then we'll just have to wait until tommorrow but tommorrow sometime it is going to happen :) (God willing). anyway thanks for the petience and I hope it will be worth the wait.
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
« Reply #41 on: January 01, 2010, 05:22:02 AM »
The Ragdoll Editor Character Tool is now available here, enjoy! :)
using 3Drad 7.22

system specs:
Windows 7 Home Premium 64-bit
Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz (4 CPUs), ~3.2Ghz
8 gig ram
Geforce GTX 650 1024 MB GDDR5
DirectX 11
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