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Author Topic: Turret controlled by mouse  (Read 1117 times)

jestermon

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Re: Turret controlled by mouse
« Reply #15 on: May 12, 2010, 05:15:38 PM »
There is a marvelous tool that I use for polygon reduction and the resulting quality is excellent. It is not free though. There is a 30 day evaluation available for you to try it. http://www.vizup.com/

Another, but free option is by using the Decimation script that is available in Blender 2.49b. The quality after reduction is good enough for low poly game mashes.

1.. Import your model into blender with File->Import (.x is supported)
2.. Place object in Edit mode (image step1, arrow-1)
3.. Select the Mesh menu. (image step1 arrow-2)
4.. Select the Polygon reducer (image step2)
5.. Change the percentage of reduction (image step3 arrow-1)
6.. Press OK. (image step3 arrow-2)
7.. Reduce till happy, Ctrl-Z undoes unhappyness
8.. Place mesh back in Object mode (Same place you change it to Edit Mode)
9.. Export model with File->Export (.x is supported)

Note
Blender 2.49b has all the required scripts and plugins. V2.5 currently does not have these features.
« Last Edit: May 12, 2010, 06:01:06 PM by jestermon »
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Selenaut_14

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Re: Turret controlled by mouse
« Reply #16 on: May 12, 2010, 07:03:02 PM »
Couldn't you also re-topologize? That's my choice by preference, but that seems pretty easy compared to retopo-ing. :-\ I CAN'T DECIDE NOW!!!!!
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jestermon

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Re: Turret controlled by mouse
« Reply #17 on: May 12, 2010, 09:30:55 PM »
To retopo a mesh takes a lot of vertex pushing if you are doing it manually, you normally do it by hand. So you need to be pretty clued up with the product you are using. The demos make it look easy, but you are looking at the mouse of a modeling guru in those videos.

Mesh reduction or decimation, automatically strips away smaller polys, and keeps the general shape of the model. Unless you need to rig and animate the mesh. retopo-ing a mesh is a lot of unneeded work that can take several hours to do correctly. Whereas poly reduction can be done in a matter of minutes.

If you are part of a large team working on a serious project, re-topo is the way to go, since you get paid for your time. But for the "garage" game developer like myself, doing it quickly means I can spend less time on putting the resources together, and concentrate more on getting a working game out to market.

It's not a choice of methodology, it's a choice of practicality.

Edit: When I need to rig a mesh for animation, I simply slice the decimated  mesh at prominent joints, such as the elbows and knees

Edit: There is also the other side of retopologing a mesh, when you need to merge two meshes together for something like a coin. But this is usually used for very high res displays, and seldom used in games. For example, in the image below, I used a r2d2 model from the warehouse, a VERY high poly "coin", and then used the Zbrush topology tool to make a commemorative coin to celebrate one of my sci-fi heroes.
« Last Edit: May 12, 2010, 10:41:03 PM by jestermon »
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Selenaut_14

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Re: Turret controlled by mouse
« Reply #18 on: May 13, 2010, 03:55:35 AM »
I may have to compare these two methods side by side sometime.... ;)
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galaxie500

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Re: Turret controlled by mouse
« Reply #19 on: July 04, 2010, 01:52:53 PM »
Hi everybody!

I need a help. After I installed new version of 3DRad (6.45) over old one my turret project doesn't work anymore. It just spins around on her own. Just like communication with the mouse or joint object has been messed up.

Anyway, before any install I always backup old version in RAR archive, but after unpacking my project behaves in the same manner as in new version.

Was there any changes in new version with mouse communication or is there any change in joint object in new version.

Can anyone else, please, try my turret project and tell me how it works for you.

Thanks in advance.
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PsychoWeasel9

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Re: Turret controlled by mouse
« Reply #20 on: July 04, 2010, 02:43:25 PM »
Works perfectly in 6.48 ???
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electron_theory

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Re: Turret controlled by mouse
« Reply #21 on: July 04, 2010, 02:58:11 PM »
lol I had the same problem with  mouse controls on my FPS project :\

galaxie500

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Re: Turret controlled by mouse
« Reply #22 on: July 05, 2010, 04:48:17 AM »
Hi,

electron, did you find any solution for that problem. nothing works for me. :-(
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