HIHIHI Posted December 4, 2018 Share Posted December 4, 2018 So I think it would be kind of fun to have a drivable version of the skid steer/digger that is in the SDK. The question is: would getting this thing drivable be too big a project for a first-time vehicle rigger/3d modeler (me)? Or should I start with making my own simple models, purpose-built for rigging and driving? Any modeling I do will be in Blender, unless someone can tell me of a better solution that's still free. I don't want to pay hundreds of dollars or more for software I may not use very much. Thanks, HIHIHI Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 4, 2018 Totem Arts Staff Share Posted December 4, 2018 @Havoc89 Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted December 4, 2018 Former Developers Share Posted December 4, 2018 You can use blender to make it. I haven't personally used blender, but I hear good things. I believe autodesk has a free student version of Maya. 3DS Max is another option. Something like this is a great way to start getting into 3d modeling and rigging. I have a vehicle rigging tutorial in 3ds max, but the same can be done in maya, and I assume blender. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 4, 2018 Totem Arts Staff Share Posted December 4, 2018 1 Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 4, 2018 Author Share Posted December 4, 2018 Okay, thanks for the advice! Maybe someday you will see the first attack digger. : ) 1 1 Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 11, 2018 Author Share Posted December 11, 2018 (edited) @Havoc89 So, I have a rough version of the digger rigged. I can export my skeletal mesh from Blender as a *.FBX file and import in into the SDK. However, in the SDK, both in the thumbnail and when placed in the world, the model is nose down (regardless, it seems, of orientation settings used at export). I can make it right-side up by changing the Rot Origin of the Skeletal Mesh in the AnimSet Editor. My question is: is changing the Rot Origin an acceptable way of making it upright, or will it not work unless it is upright on import without messing with the AnimSet Editor? Thanks, HIHIHI p.s. Maybe I can post screenshots tomorrow if you need them. Edited December 11, 2018 by HIHIHI Added screenshot sentence Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff NodSaibot Posted December 11, 2018 Totem Arts Staff Share Posted December 11, 2018 2 hours ago, HIHIHI said: @Havoc89 So, I have a rough version of the digger rigged. I can export my skeletal mesh from Blender as a *.FBX file and import in into the SDK. However, in the SDK, both in the thumbnail and when placed in the world, the model is nose down (regardless, it seems, of orientation settings used at export). I can make it right-side up by changing the Rot Origin of the Skeletal Mesh in the AnimSet Editor. My question is: is changing the Rot Origin an acceptable way of making it upright, or will it not work unless it is upright on import without messing with the AnimSet Editor? Thanks, HIHIHI p.s. Maybe I can post screenshots tomorrow if you need them. how would it mess up the animset editor? Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 11, 2018 Author Share Posted December 11, 2018 7 hours ago, BubbleTea said: how would it mess up the animset editor? Sorry, I don't mean it messed the AninmSet Editor up; I mean will it work without changing settings in the AnimSet Editor. I guess that was a little unclear. Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted December 11, 2018 Former Developers Share Posted December 11, 2018 This may be an issue with axis orientation. Some programs flip X, Y, Z directions. Unreal and 3DS Max use Z as up, while Maya uses Y as up. I'm not sure what Blender is, but there should be export options in fbx to dictate which axis to use as up direction. Quote Link to comment Share on other sites More sharing options...
HIHIHI Posted December 11, 2018 Author Share Posted December 11, 2018 Yeah, I have tried different export options, but it doesn't seem to make a difference. However, I do need to make sure my root bone is oriented correctly. I'm not quite sure about that. I'll have to try that when I have time. Thanks, HIHIHI Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.