Shirotora Kenshin
Prince
another question :
what is about the polygon-count ? what is the recommended maximum of polygons for a unit ?
what is about the polygon-count ? what is the recommended maximum of polygons for a unit ?
what is about the polygon-count ? what is the recommended maximum of polygons for a unit ?
FBX exported by 3dsmax doesn't seem to work. I tried. When importing 3dsmax-saved fbx, nexus buddy shows a (mostly) empty file that is useless.Just use 3dsmax if you're more at ease with it. There's no reason to use blender if you're making custom animations and not doing a conversion or reusing civ5 animations
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I have a newer version. And yes I tried baking the animations, same result. It results in a file without animation or mesh, and applying a gr2 mesh to it result in a model rotated 180º downwards for some reason. It just doesn't work for me unfortunately.Have you baked your animation when exporting the fbx ? What version or the fbx pluggin are you using? Fbx 2009 seems to be the one that works for me
First of all the animation files I save (as in, loading the fbx and exporting as raw animation) won't work. I load up the model I'm animating in the granny viewer, then load the animation but the animation preview shows nothing and clicking on it won't do anything, like the animation is null.
Secondly, if I make a granny file using the animated fbx I exported and overwriting it with the mesh I'm animating, it seems to ALWAYS end up rotating the model head-to-front, even if I go back, make the model head-to-back (which by the way is no easy task, since blender is a piece of **** when it comes to resizing/rotating armatures, as doing that seems to mess the animation entirely (why did people have to force me to use this dismal excuse for a 3d program?)), doesn't matter, it will rotate 180º fowards and stay in that position.
Oh... I didn't know you can select different versions. The 2009 is more promising, it has animation and for the first time I can actually save it as animation and get some kind of result.You have to use the 2009 version of the fbx pluggin. You've got the choice when exporting it. Otherwise it won't work. Have you tried importing your fbx back in a blank 3ds max scene, to see how it looks? Does that work?
Thanks for the explanation, but I already know that. I was talking about how scaling/rotating bones and then applying to obdata screws up the animation - something that doesn't happen in 3dsmax for example (you can rotate and scale a bone all you want and the animation will be untouched).Rotation in Blender, like everything else is easy when you know how. To rotate 90 degrees around the X axis for example you first select the objects you want to rotate using Ctrl to lasso select or right click - the rotation can then be done by pressing R (for rotate), then X for (rotate around the X axis) then 90 (for 90 degrees) then execute the rotation. You will then probably need to do Ctrl-A and select Apply Rotation to ObData to make sure you have made the rotation permanent prior to exporting. You can change the camera view using 1,3 or 7 on the Numpad if that helps you see the rotation.
http://forums.civfanatics.com/showthread.php?t=519418i wonder whether its possible to add new wonder buildings with custom 3d models...guys ??
Have you checked civ5artdefines_wonders.xml?does anybody know where i can set an fsxml file for buildings , especially wonders ?