|
|||||
|
:) You're welcome! |
||||
|
Hey VP, one more thing, di you animate the exploding cube mesh, if yes, how did you do it? |
||||
|
I did! I followed a tutorial on youtube and made it in blender and then converted it to blitz3D (works in copperrube) to get the file-size down to just 188kb! In blender, I generated a random fracture on the default cube (ha, it is good for something, lol) and I split the mesh, then used a ball to hit the fractured cube using physics. I made the ball invisible and placed an invisible plane under the cube (so the pieces have a floor to land on, then I rendered the animation, then exported as fbx. The key was not to use too many fragments so it keeps performance in a game even with many instances running in a scene. Blitz3D keeps the animation but somehow shrinks the filesize. If you want the cube explosion file, let me know (it's in the bomb-pig ccb, you can then throw any texture on it to make it look like a building or crate/box etc. and it even works as blood explosion or car/helicopter/debris. |
||||
|
Actually, I rather want to use the same process for a low poly human being, But my blender cannot convert to .b3d. |
||||
|
I used ultimate unwrap3dpro to convert to b3d but fbx would probably work from blender - there's a free program called noesis - I don't think it handles b3d but I think it can fix static/animated 3d file and re-export them (if blender screws the fbx for coppercube, it may fix it)...https://richwhitehouse.com/index.php?content=inc_projects.php&showproject=91 |
||||
|
also, FBX can have several animations (better for a character), whereas b3d is perfect only for a single animation (ie: I dont think the coppercube animation editor can split b3d into separate animations). |
||||
|
Actually, fbx can be used only when it is a skeletal animation, but i dont think the mesh fracturing was animated manually by skeleton by your description, right? |
||||
|
To be honest, I'm not certain if the explosion animation is a skeletal animation, or a vertex animation - I opened it in coppercube but still not 100% sure... For characters though, I just made/downloaded the mesh and rigged/animated them with mixamo. I've successfully made low poly models with maverick model, coppercube's vertex editor, blockbench, picocad (lol), sketchup. If you look at the ccb files, I made a special texture/material holder for coppercube (its 256 materials in 1 3D plane mesh). This allows you to add (for example) 256 textures for a character (you could add 2 if you wanted 512 costumes etca). Or you could add 2D weapons etc. I used it for costumes and photogtaphic faces for c characters. There's a character there with 86 animations too if you want to modify it. |
||||
|
Oh ok, but actually which version of blender did you use, why did you convert to .b3d in UU3DPro and can you do it again for me? sorry for asking too much, It just proves how much i have tried and unsucceeded, i trie using Noeisis but i cannot export to any coppercube friendly animated mesh, Can i send you a model or perhaps you are too busy? |
||||
|
Not sure which version of blender I used but is was a latest version at the time (vv3.2 or something like that possibly? Not sure). The only reason I converted this one to b3d was for optimization... I actually tried all animated formats that coppercube would accept to see which was most performant and which was smallest filesize. b3d was really quick/performant and way smaller than fbx/directx format so in my test, it was the best of both worlds. For animated characters, I opted for directx (.x) format as it was performant in coppercube and a small file-size - but I had to manually remake all the 80+ animations in coppercube's animation editor as it bulked them all as 1 huge animation and the animation blending caused a few issues which didn't happen for fbx (but I was happy enough to overlook that for the increased performance and smaller filesize). I currently use md3 (quake) format for vertex animations and static models (but in a different engine, not for coppercube) and I interpolate the frames to smooth them out during playback. The filesizes and performace are crazy small and quick (just a few kb each for the 3D mesh). I've also realised that 3D models are a bit finicky - even a difference in performance/filesize/compatibility between "save as" and "export as" from the same software. Export seems more reliable. When you say "can I do it again for you" what exactly do you want me to do? You want the explosion cube model in fbx/blender format or an animated low poly character? Sure, send me a model if you like and I'll see if I can get it working in ccoppercube somehow - I have lots of down-time. Just let me know. happy to help. |
||||
|
Here's a link to a ccb file with the explosion animation, just in case that's helpful to you at all.... https://pastelink.net/sb3d6194 |
||||
|
Hey VP, here is a link to some animated models, I want you to apply the fracturing animation too, actually scrap off all the animations and add only the break apart animation, do it for only the ones you have time to do https://drive.google.com/drive/folders/1IIPCIguyOXPxiJ3Qhcbrs3YukFBVe5UC |
||||
|
Sure thing - and do you want it to explode violently or just crumble to the floor?.. or both.. |
||||
|
I will be glad when you do both |
||||
|
I'll do my best :) Just downloading blender now... |
||||
| [ 1 2 3 4 5 > ] Page 3 of 10 |
|
|