User contributions
- 12:26, 25 October 2012 (diff | hist) . . (-4,385) . . Exporting an Animation (top)
- 12:26, 25 October 2012 (diff | hist) . . (+4,384) . . N Animation Editor (Created page with "''' == Importing Animations to GUTS and Using the Animation Editor. == ''' '''Basic Navigation in GUTS:''' *Movement in the editor is controlled with W, A, S, D, to move hori...") (top)
- 15:03, 15 October 2012 (diff | hist) . . (+1,046) . . Animation
- 14:54, 15 October 2012 (diff | hist) . . (+796) . . Animation
- 14:51, 15 October 2012 (diff | hist) . . (+2,547) . . Animation
- 13:52, 12 October 2012 (diff | hist) . . (+64) . . Animation
- 13:48, 12 October 2012 (diff | hist) . . (+359) . . Animation
- 13:47, 12 October 2012 (diff | hist) . . (+129) . . N File:Animation Dialog Box.png (Example of the animation dialog box showing the differences between exporting an animation such as an attack, versus a Bind file.) (top)
- 13:26, 12 October 2012 (diff | hist) . . (+517) . . Animation
- 13:15, 12 October 2012 (diff | hist) . . (+90) . . Animation
- 13:09, 12 October 2012 (diff | hist) . . (+190) . . Animation
- 12:56, 12 October 2012 (diff | hist) . . (+83) . . N File:Tag Name.png (Example of the Tags used on Torchlight II characters to attach weapons and objects.) (top)
- 12:55, 12 October 2012 (diff | hist) . . (+69) . . N File:Skinned Mesh Dialog.png (Example of the dialog box seen when exporting a "Skinned .Mesh" file.) (top)
- 12:54, 12 October 2012 (diff | hist) . . (+63) . . N File:Skeleton Export Dialog.png (Example of the dialog box seen when exporting a .Skeleton file.) (top)
- 12:53, 12 October 2012 (diff | hist) . . (+145) . . N File:Root Placement.png (Example of the Root node placement in 3DStudio Max before it is exported. It is usually best for the Root to be at "0,0,0" along the X,Y,Z axis.) (top)
- 12:51, 12 October 2012 (diff | hist) . . (+68) . . N File:Root Hierarchy.png (Example of the bone hierarchy that shows the "Root" bone at the top.) (top)
- 12:50, 12 October 2012 (diff | hist) . . (+84) . . N File:Mesh Name.png (Example of the name of the skinned mesh object in 3DStudio Max that can be exported.) (top)
- 12:49, 12 October 2012 (diff | hist) . . (+143) . . N File:Material File Example.png (Example of a character's material file. In Torchlight II characters, weapons and armors have a default emissive of "0.4" for all three values.) (top)
- 12:46, 12 October 2012 (diff | hist) . . (+35) . . N File:Exported Mesh Files.png (Example of the exported Mesh files.) (top)
- 12:46, 12 October 2012 (diff | hist) . . (+105) . . N File:Exported Files Ready For Editor.png (An example of some of the basic exported files needed to bring into the editor for an animated character.) (top)
- 12:44, 12 October 2012 (diff | hist) . . (+588) . . Animation
- 12:44, 12 October 2012 (diff | hist) . . (+68) . . N File:Export Skinned Mesh.png (Example of naming when exporting the Mesh file of a given character.) (top)
- 12:42, 12 October 2012 (diff | hist) . . (+80) . . N File:Export Bind.png (Example of naming a .skeleton file when exporting the Bind of a given character.) (top)
- 12:41, 12 October 2012 (diff | hist) . . (+65) . . N File:Animation Export - Attack1.png (example of how to name an animation of a character for exporting.) (top)
- 12:03, 12 October 2012 (diff | hist) . . (+3,448) . . N Animation (Created page with "'''The Basics of exporting animations for TorchEd''' ---- '''Preparing the rig for export:''' *The master node in the hierarchy must be called “root”. All other bones ar...")