TheForce.net Jedi Council
Author Topic: ** NOObie's... all appz all questions **
darthviper107 
Registered: Jun '03
40015_Kaleesh General
Date Posted: 4/5/07 9:44am Subject: RE: ** NOObie's... all appz all questions **
Basically for volume lights, you need to have Far Attenuation(the light fades off the further away it gets based on your parameters). Then add the Volume Light effect to the effects section, Then just setup the settings, if the light area is too solid just turn down the density.

If you did something like that already, then I'll try to go into more detail for some good settings.

 

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Devlin2013 
Registered: Jan '04
7843_Anakin / Vader
Date Posted: 4/7/07 7:04pm Subject: RE: ** NOObie's... all appz all questions **
Thanks man, I'll give it a try.

 

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nPetie 
Registered: Jun '07
Date Posted: 6/14/07 12:47pm Subject: RE: ** NOObie's... all appz all questions ** - Date Edited: 6/14/07 1:05pm (3 edits total) Edited By: nPetie
I am working on a model of the Mon Calamari Bridge. I currently working on the Death Star II hologram projected from the Briefing Room's holo-table.

http://www.theforce.net/swtc/Pix/dvd/ep6/rotj122.jpg

Here is what I am working on.

http://i67.photobucket.com/albums/h306/nepmarauder/DeathStar.jpg

The one and only thing I haven't been able to figure out is how to "bring" the yellow reactor shaft "out". Right now, I have the material of the shafts set to a yellow color, with 100 self-illumination, and 100 opacity. The Death Star around it is set to a crimson color, with 50 self-illumination, and 50 opacity. Both are Blinn type.

I am trying to manipulate the model so that the Death Star's opacity affects a background scene behind it, but doesn't overlay the yellow reactor shafts.

I worked on it for some time and couldn't figure it out. Do any experts here have any ideas what I could do? I assume some sort of double-render, where it would render the Death Star first and the shafts afterwards. But I'm not completely sure on how to accomplish that with only using 3DS MAX.

 

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nPetie 
Registered: Jun '07
Date Posted: 6/14/07 6:18pm Subject: RE: ** NOObie's... all appz all questions **
Well, I finally think I figured it out. Let me know what you guys think so far.

http://i67.photobucket.com/albums/h306/nepmarauder/DeathStar2.jpg

 

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DVeditor 
Title: Evil Overlord (manager)
Fan Films & Icons

Registered: Dec '01
8081_ILM
Date Posted: 6/19/07 10:44am Subject: RE: ** NOObie's... all appz all questions **
Nicely done! happy

 

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nPetie 
Registered: Jun '07
Date Posted: 6/22/07 12:19pm Subject: RE: ** NOObie's... all appz all questions **
Here is the finished hologram. Now it's time to get started on the Bridge.

http://i67.photobucket.com/albums/h306/nepmarauder/DeathStar3.jpg

 

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mustafa911 
Registered: Jul '07
Date Posted: 7/1/07 5:04am Subject: RE: ** NOObie's... all appz all questions ** - Date Edited: 7/1/07 5:08am (1 edits total) Edited By: mustafa911
I am new to 3ds max a little bit , I have little experience. I have a question: I can move the biped sucessfully but when i download a model from scifi3d web site i can't animate it - can anyone give me an idea? Like Darth Vader or The Trade Federation Droids.

 

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darthviper107 
Registered: Jun '03
40015_Kaleesh General
Date Posted: 7/1/07 11:55am Subject: RE: ** NOObie's... all appz all questions **
What problem are you having exactly? Are you just unable to move any of the biped objects?

 

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nPetie 
Registered: Jun '07
Date Posted: 7/2/07 4:48pm Subject: RE: ** NOObie's... all appz all questions **
Hello mustafa911,

I'm guessing that you are having problems trying to record keyframes for biped objects. Therefore, you cannot animate you biped. As I did when I was first starting, you are probably trying to use the "key" button to record the positions. If this is so, here is your answer.

Select the biped skeleton. Click the "Motion" tab (wheel logo) in the effects window on the right side of the screen. Towards the bottom of the window, click on "Key Info". You will see a red circle, "Record" button. Use this button to record keyframes for bipeds.

So, to record a keyframe for a biped object, just click on the object or select the object from the object list. Move/twist your object to the desired spot and click the "Record" button.

Hope that helps.

 

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nPetie 
Registered: Jun '07
Date Posted: 7/7/07 11:30am Subject: RE: ** NOObie's... all appz all questions ** - Date Edited: 7/7/07 11:54am (1 edits total) Edited By: nPetie
(no message)

 

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DeerPark 
Registered: Aug '07
Date Posted: 8/18/07 4:37pm Subject: RE: ** NOObie's... all appz all questions **
Hi, I recently downloaded several of the models here and I'm kind of confused. I'm using 3ds max. Some of the models already had bipeds, so I could animate immediately. But I have a lot that doesn't have the bipeds. For example, the Darth Vader 3 (the one without the cape) did not have biped. I want to animate this character, so I attached the arms, head, legs to the body mesh using Edit Mesh. I was going to attach a biped, but when I rendered the character, it looked horrible. The textures were messed up. I chose not to merge the IDs when I attached each body part too.. So I'm not sure what's wrong.

Also, for General Grievous, I noticed that he had a lot of mechanical parts.. So I'm not sure how to attach a biped to animate him.

Thanks!

 

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darthviper107 
Registered: Jun '03
40015_Kaleesh General
Date Posted: 8/18/07 8:28pm Subject: RE: ** NOObie's... all appz all questions **
You don't want to just make all of the parts into one mesh, that won't work well, you need to apply Physique to each part, Since obviously the armor shouldn't be deforming on the model so you can just link those to the biped instead of using physique. I think General Grievous already has a biped, or at least one of them does. Otherwise you would just link the parts to the biped and make sure the joints are in the same places that the model joints are.

 

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DeerPark 
Registered: Aug '07
Date Posted: 8/22/07 12:47pm Subject: RE: ** NOObie's... all appz all questions ** - Date Edited: 8/22/07 12:52pm (1 edits total) Edited By: DeerPark
Oh okay. But I'm not sure how to do it with the whole mesh in pieces... Could you help me out a bit more? Your solution is a bit too general to follow. Could list out the steps one by one in detail? I just started playing around with 3D and I have a lot to learn!

Okay, so I create a biped, position it into Vader's body.. And then what do I do? Does each part of his body have it's own physique? So say, the helmet will have a physique with the biped head as the COM, and the eye pieces will also do the same. And the arms will have a physique with the biped arms as the COM? Or... Do I just use the "Select and Link" tool and start linking all the head meshes to the biped head.. And all the upper body meshes to the biped torsos? But then how does the physique work?

Thanks a bunch!

 

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darthviper107 
Registered: Jun '03
40015_Kaleesh General
Date Posted: 8/22/07 5:26pm Subject: RE: ** NOObie's... all appz all questions **
The parts that are rigid bodies (the helmet and armor parts) should just be linked to the biped part they should attach to. But for the parts that should deform then you should apply physique to each of those objects. But link them to Bip01 in physique rather than just the object they are near, that way they will be deformed by the Biped objects that are close by as well.

 

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Lightsaber_Monster 
Registered: Oct '05
42496_Boba Fett
Date Posted: 8/23/07 8:01am Subject: RE: ** NOObie's... all appz all questions ** - Date Edited: 8/23/07 8:23am (2 edits total) Edited By: Lightsaber_Monster
I have a problem with particles in blender:

http://img207.imageshack.us/my.php?image=sfddfaspp9.png

As you can see they are glowing, I dont know how or why but i followed THIS tutorial as well as I could(im using a newer version of blender. Help or corretions with be fine:

http://img264.imageshack.us/my.php?image=badvolcano1bj4.png

http://img502.imageshack.us/my.php?image=badvolcano2lq7.png

http://img204.imageshack.us/my.php?image=badvolcano3xr9.png


Thanks

Laurence

 

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