Create units with OpenFX

This forum is for tutorials & guides, yes. Any thread within this forum must contain one of those. In this thread, Morpheus wrote a tutorial or 2, and reserved the next 10 posts or so to add more tutorials later. After those initial posts, anyone who replies is allowed to ask questions regarding the tutorial. The rule applies to the initial post that starts the thread. Then it must stay on topic after that. :)
 
then why does thunder in the tutorial forum, third post from the top here say no questions. or am i mistaken, because i could have invited a hundred of my friends to ask me questions and keep on the main forum under creation.
 
any kind of discussions are allowed under tutorial threads. But the threads in this section are not to be titles like"How do I get my transparency to work right in FLICster?"

Questions in tutorial threads are always allowed. But question threads are not allowed.
 
That's right. Thunderfall is saying that no threads in the tutorial forum should be created with questions. The tutorial forum can only have threads that start with a tutorial. Once the thread is made, like this one - then people can ask questions regarding the tutorial. Any questions unrelated to a tutorial that was posted in the tutorial forum, must be asked in the general customization forum.
 
ok i misunderstood. now answer this please, why does somebody only appear on the main floor under customization when he adds a post, and then disappears when somebody else does the same. in other worlds if you keep adding posts the people in other forums will find you. if you dont add a post or people dont reply YOU DISAPPEAR
 
This thread is for "OpenFX" - I will answer your questions by private messaging, okay?
 
i am saying i am posting a tutorial with links and art, and people dont ask me questions because my stuff is not designed for questions, everytime somebody asks a question here you get knocked out of the box and disappear
 
rug_007 said:
i am saying i am posting a tutorial with links and art, and people dont ask me questions because my stuff is not designed for questions, everytime somebody asks a question here you get knocked out of the box and disappear

What box are you talking about?
 
I honestly have no idea what he's talking about, but why does OpenFX assign vertecies that I did not select/deselected to a bone, but does not disappear when I click "hide selected". I am also able to assign those same points to other bones and then they do disappear.

BTW: other than that, I've almost got the hang of the skeleton system, yay :).
 
I had the same problem in my first skeleton test. Morpheus said he plans to create a tutorial regarding skeleton creation.

Besides that, I couldn't get a new limb to ever create. I would get the option to name a new limb, but it wouldn't draw in the new joints...
 
I've got the skeleton's position set up, and all the verticies assigned now. All I need to do is pose, create a robot, and animate. Easier said than done.

I know I'm no expert at this yet, but you know you have to go into the hierarchy menu, create the skeleton and assign the verticies to the particular bones, then go Edit->Skeletons->Reposistion Joints to actually see the skeleton. Position, and then... Well, that's what I'm about to learn

I found all that at openfx.org, in the tutorials section; the simple skeleton one.

BTW: All of the joints were (for me) on top of each other, so I only saw the base joint at first, but if you move them around a bit, you'll see the rest.

EDIT: Looks like Dease beat me to it... :p

EDIT #2: Also, if your making a humanoid-type skeleton, make sure you don't do what I just did: switch the left and right sides. Try to move the left hand, and the right one moves... Grrr... This is going to take some work.
 
sourboy said:
I had the same problem in my first skeleton test. Morpheus said he plans to create a tutorial regarding skeleton creation.

Besides that, I couldn't get a new limb to ever create. I would get the option to name a new limb, but it wouldn't draw in the new joints...

Do the two skeleton tutorials.... they are a little hard to follow, (I can't ATM remember some of the problems I had understanding the brief tutorials), but once you are finished, the skeleton system is a little easier.
 
Skeletons are very easy (but boring) once you get the hang of it, but remember to attach ALL verticies to one joint or another, I for one forgot one lonley vertex the first time and when he bent down a pyramid appeared to be coming out of the guy's *ahem* a$$ :eek:
 
Well I hate to say it, but that's the first thing I tried was the tutorials on their homepage. The skeleton one seemed a bit jumpy...it wasn't written well...and that's why I came here.

Maybe you guys can help out. What's the little red plus sign? Center of gravity for the model? Also, when I use the hierchy menu and label each verticy it seems to rename other verticies on the skeleton. I got a 3 segment (2 joints) lined up for one leg, only to have it rename to the second leg when I tried to add the new leg - all the while the segments looked the same in the image. All this while trying to follow the tutorial (though I scrapped the tank idea for my human).

If not, np - Morpheus said he's working on a tutorial for skelly building.


I've got another question though. When you change the 3D model, or create the 2D snapshots of the model for use with FLICster - the model is shrunk quite a bit in size, right? So, in other words, detail is good, but extreme detail will not translate in the Civ unit image? Anyone have a mfx file I can glance at to get an idea? I have a human made with a gun, but I'm debating on details (prior to paint).
 
I think the red plus is the path follow point, although I don't see the point in it when you have a center point.

Anyway, Does anyone know how to make your "un-rotate", or something. I rotated mine, but I can't get it back now :p.
 
If you have the 40mb version then open one of thier humans and look at the skeleton for an example :)
Also, I don't make my skeletons the way the openfx.org tut's say :p I find it's easier to go to "build joints" and name them from there :D

EDIT: @ a viking yeti - why would you be rotating? if you know the coordinates before you rotated then just double-click the rotate section on the keyframe and enter the info.
 
I was rotating to get a better view of what I was editing (a specific part of the model), and couldn't get it back. It's ok though, I just opened my previously saved version, since I didn't change much, and I had screwed up my current version :rolleyes:.
 
A Viking Yeti said:
I was rotating to get a better view of what I was editing (a specific part of the model), and couldn't get it back. It's ok though, I just opened my previously saved version, since I didn't change much, and I had screwed up my current version :rollyeyes:.

Which is why in the tutorial they advise you save before posing :)
 
Back
Top Bottom