1
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2
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- For these objects you will use the same principal concepts you learn
with the chairs.
- The main difference between the chair and the other objects is that
there are a whole lot more nodes that you aren’t supposed to touch.
- In the case of couches and seating groups they are just like chairs
where the SLOT nodes are linked directly to lod0
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3
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- On a hoverboard you have 3 separate sets of nodes you link to each LOD
state. As always do not move them or it may ruin your model in world.
- Also instead of having lod0 being your top object a dummy box/node is
your top object. This is the same for lod1 and 2 as well.
- If you ever forget how to assign a hierarchy just look at the original
file and copy down the order of the ranks so you know which ones are
linked to what.
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4
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- On bikes only LOD0 has nodes and the dummy box called LOD0
- An exception to the node rule is the exhaust nodes… they frown on their
movement but it won’t mess up your model.
- Just move them to where you would like them on the model so it looks
right.
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5
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- As you progress to more complex models like boards and bikes you will
see there are a lot of nodes to link that you have to get in a specific
order without moving the nodes. One way to do this is through the
“select by name” menu we have used in the past to see our subtrees.
- To do this linking, first select the node/nodes you want to have linked
to a single parent node (can be done in menu as well, just an extra
step)
- Once the “children” nodes have been selected choose the link tool and
then open the select by name menu again.
- Choose the node to be the parent node and then click link.
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6
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- Do not ever use There models for your Bike, Seating Group, or Couches
because the nodes are still backwards.
- Go to Grim’s webpage and download corrected models by him
- Check the forums for a link.
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7
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- Animation is an option that is basically open to everyone.
- To join you must be a member of the Animated Builders Club and download
some animation tools.
- To summarize animation the basics are that you first build and map an
object so that it displays/ positions the map the way you want it.
- Then you export the model and in previewer you apply the textures (the
one for animation) and save the model file.
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8
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- Once saved you will open up the animation application Zeotrope
- This application lets you try different animation styles on your skin.
- Notes on animation club
- You can submit a texture up to 512 by 512 pixels or the equivalent
pixel budget
- You can only animate one texture
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9
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- When you submit you make a “replace me” texture as well so they know
which ones to replace.
- It costs you an additional 20k to animate an object and 2k extra for
wholesale
- So a flora builder would cost 25k to submit and 2250 for wholesale.
- Another perk of the club is that you can also create objects that are
larger than normal polygon and size counts. But those need pre-approval
before submission.
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