my art.
Plus it will save, literally, days of passing the art back and forth.
Rob/Ulf
On Apr 27, 2014, at 5:16 PM, Ulf the Moose wrote:
> OS X! Over here, woo hoo, OS X!
>
> I suggest that a possibly small, but important population are the OS X using
> artists who need a sim
OS X! Over here, woo hoo, OS X!
I suggest that a possibly small, but important population are the OS X using
artists who need a simple (ie: non-technical) means of converting and testing
artwork for the CS engine.
Sueastside’s DAMN (http://damn.csproject.org/) is a fantastic project that I
bel
Re: destruction model - would the amount of visible damage have to be created
with multiple pre-made meshes or could it be generated dynamically/procedurally.
Using a fender as an example: pre-made might have 5 levels of damage, each
represented by individual meshes. Dynamic might use shape keys
I will make myself available to help with graphic assets if needed for GSOC
projects. I can't commit a 100% effort, but can certainly help if a specific
asset cannot be found, or if specific asset needs to be modified.
Ulf
On Feb 7, 2014, at 12:36 PM, Christian Van Brussel
wrote:
> Hi and so
Fantastic!
On Mar 16, 2012, at 3:02 PM, Jorrit Tyberghein wrote:
> Crystal Space has again been accepted for Google Summer of Code!
>
> Check out the following page for more information about GSoC:
>
> http://www.google-melange.com/gsoc/homepage/google/gsoc2012
>
>
> Check out the following t
>> The animation retargeting tools mentioned below, would be able to map
>> the mesh, animation and skeleton when the artist makes changes?
>>
>> I would love to be able to "morph" the bones of the skeleton, such
>> that you could make a tall man and a short man with the same skeleton
>> that could
>> you dont really want to make a full on animation
>> program prolly :)
>
> Well, actually, yes. We plan to load directly the data from
> MakeHuman in
> order to be able to generate dynamically a huge set of characters.
> This
> would allow a complete in-game customization of the characters.
Would it be possible to pull Makehuman into CS, as you are discussing,
and then make the animations/morphs in Blender and just export the
animation data from Blender and apply it to Makehuman already in CS.
That way there is no need to export all of Makehuman every time.
On Oct 18, 2011, a
Disclaimer: I'm an artist not a software engineer. This information is
from memory, but may provide a direction to look for real answers.
I've heard gossip that there is/may be support for shape keys/morph
targets (I forget the exact term). This requires defining the changes
to the mesh in