Friday, 12 February 2010

"Endorphins 11" progress

Well this movie that me and 10 other guys from the forums is coming along nicely. Although there has been a change in the members, certain members were replaced because of their lack of activity. Good news is most of the environments are done, and done extremely well. And we've got War Horse working on the script.

I've been assigned to getting the character models done, after I found out a way to export models straight from GTA4. It's great stuff, although a bit creepy. Here's a quick picture of the progress:

This was just a quick test in setting up the hands and head. All of it works properly and I personally think the hands are very convincing. Still some scaling needs to be done and the rest of the model finished. Makes it really easy though, one you've got the whole mesh to customize within Max. Although the models themselves when opened in Max are quite complex, I strip them down to the bare essentials, so to speak.

I do this simply by detaching and deleting certain surfaces from the mesh. Then I export the selected section as an .obj file. I then open up a standard character in Endorphin and start modifying him, by importing these .obj files onto certain parts of the characters body.

This tethers them to the root node of the specific section. So that when the hand moves, the .obj moves with it. Easy to understand and implement.  Yeah, so that's pretty much it.

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