animation workflow for b3d model
Community Forums/Developer Stations/animation workflow for b3d model
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Hi ! it's time for me to produce my final game main b3d character. For the game prototype, i've used this very simple model ! An animated .x : ![]() (3dcanvas as modeller, hierarchy animation, textured, no bone) Now, I want replace the .x by an b3d model. So, with Milkshape, Character fx and Unwrap3d 2.0, how to organize the workflow to produce the final b3d animated model ? I've tried this : 1. Milkshape to create the model -> M3d ascii 2. M3d ascii -> CharacterFX to animate it with bones -> animated b3d 3. animated b3d -> Unwrap3d to texture it -> final animated and textured b3d Is there a best solution ? Many Thanks ! |
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I don't think it matters which stage you do the texturing. I can't comment on workflow, but personally I always unwrap and texture my characters before rigging the character with bones. |
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The work flow you list is essentially the same as my workflow. Look in my "art workflow" thread further down the page. As with Dock I usually unwrap my models before rigging because I often find that I have to alter the geometry (eg. mirroring parts over) and such alterations would ruin the rigging, but actually creating the texture (ie. painting the image for use as the texture) I can do at any time after assigning the UV coordinates. |