Announcement

Collapse

The Infinity Blade Forums Have Moved

We've launched brand new Infinity Blade forums with improved features and revamped layout. We've also included a complete archive of the previous posts. Come check out the new Infinity Blade forums.
See more
See less

Way to use staticmesh as a placeholder?

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Way to use staticmesh as a placeholder?

    Just a somewhat silly question. Since I am kind of stuck with using Blender at the moment and none of the export tools work very well for PSA/PSK as far as characters go, is there a way I can import a StaticMesh version of my character to take the place of the default UT3 robot?

    Right now I am most focused on getting the gameplay elements in place and establishing the "feel" of the game, I can pretty it up with animations and cloth/particle effects later when it is actually needed.

    I've got a few months before I can get a hold of Maya, so I am trying to get some of the UScript/Prototype Level Design done in the meantime.

  • #2
    use xsi modtool or look on my site for links to better/different blender exporters

    http://underworldmmo.wordpress.com

    Comment


    • #3
      Originally posted by Baphomeh View Post
      use xsi modtool or look on my site for links to better/different blender exporters

      http://underworldmmo.wordpress.com
      How does this answer on how to get a static mesh to replace a skeletal mesh on a pawn? I'd like to know too. I can't animate worth **** and having an inanimate mesh of my character would be better than nothing (extending UDKPawn which doens't have a set mesh yet). Right now I'm using a sprite stick figure to see where the pawn is, but a mesh would be a better representation.

      Comment


      • #4
        Alot of people appear to use spheres as Pawns, so I'm guessing it's possible...

        How to do it though, isn't a question I know the answer to...

        Comment


        • #5
          Originally posted by CoffeeGrunt View Post
          Alot of people appear to use spheres as Pawns, so I'm guessing it's possible...

          How to do it though, isn't a question I know the answer to...
          I think that they still have them as skeletal meshes.

          Comment


          • #6
            Just make a skeletal mesh with one bone, it's better than nothing no?

            Comment


            • #7
              Originally posted by Denny View Post
              Just make a skeletal mesh with one bone, it's better than nothing no?
              Hmm, need to try that.

              Comment


              • #8
                Yeah I just thought of that after signing off and going to bed. I suppose I could just have a mesh all weighted to one bone.

                I don't know jack about animating models even though I have been pouring over 3 books on it for weeks... It's just not in my skill set I guess, so I will need to get a rigging/animatoin artist when I have a more complete prototype demonstration finished.

                I just think having a tangible example of the project available when recruiting will draw much more attention than another : "OMG I have a great Idea, help me do it!" thread. I figure if I show that I can do some work and am dedicated, it will attract the like-minded.

                Thanks for the responses guys.

                Comment


                • #9
                  I hope I haven't missed something in this thread but..

                  You could just replace the SkeletalMeshComponent with a StaticMeshComponent in the default properties of your pawn. I actually use a static mesh for my pawn as final.

                  I wonder why no one said this earlier,

                  Comment

                  Working...
                  X