2008.03.18, 01:34 PM
Hi,
I am trying to get an understanding of the Animator workflow. I modeled a space ship in Wings and imported as an .obj. Textures stayed, so far so good.
My real issue is that Animator refuses to save, giving me a message saying something like "could not be saved. folder locked or missing. do not start the app from the .dmg file". I wonder what that means.
I have set a hitbox, but I have not set an animation or bones yet (because the spaceship doesn't have one yet). I see "default" under meshes and "new hit box" under hit boxes.
EDIT: Issue solved. I created "Data2", but not "Data2/Models".
Another issue: I see I can set X, Y, Z scales of the model, but I see no unit. Sure meshes have no size, but still I want to set something for scale purposes. In what terms do I have to think here? Let's say I want to set something like "3x the size of the player model seen from above". Or do I have to think like "1/20 the size of my 1680px screen" and then calculate?
Another thing: Where exactly is the documentation of all those setting for shader, animated texture frames, glow, bump etc. Looks very interesting, but I don't see the docs in the engine file package and I don't find it on the website.
One more thing: I can't re-assign materials to polys in Animator, is that correct? I see my model has a material assigned wrong, so I want to correct that. Is that possible? Kind of a not so optimal workflow if you couldn't. Go back to Wings, re-assign material, export to .obj, import in Animator, set *everything* again
EDIT:
Where do I add permanent light objects to the model? For my space ship I want a light glowing when it is moving and multiple lights blinking always. Do I set particles for the model in Animator or in scripting? Like a trail that the ship leaves during moving.
I am trying to get an understanding of the Animator workflow. I modeled a space ship in Wings and imported as an .obj. Textures stayed, so far so good.
My real issue is that Animator refuses to save, giving me a message saying something like "could not be saved. folder locked or missing. do not start the app from the .dmg file". I wonder what that means.
I have set a hitbox, but I have not set an animation or bones yet (because the spaceship doesn't have one yet). I see "default" under meshes and "new hit box" under hit boxes.
EDIT: Issue solved. I created "Data2", but not "Data2/Models".
Another issue: I see I can set X, Y, Z scales of the model, but I see no unit. Sure meshes have no size, but still I want to set something for scale purposes. In what terms do I have to think here? Let's say I want to set something like "3x the size of the player model seen from above". Or do I have to think like "1/20 the size of my 1680px screen" and then calculate?
Another thing: Where exactly is the documentation of all those setting for shader, animated texture frames, glow, bump etc. Looks very interesting, but I don't see the docs in the engine file package and I don't find it on the website.
One more thing: I can't re-assign materials to polys in Animator, is that correct? I see my model has a material assigned wrong, so I want to correct that. Is that possible? Kind of a not so optimal workflow if you couldn't. Go back to Wings, re-assign material, export to .obj, import in Animator, set *everything* again

EDIT:
Where do I add permanent light objects to the model? For my space ship I want a light glowing when it is moving and multiple lights blinking always. Do I set particles for the model in Animator or in scripting? Like a trail that the ship leaves during moving.

