saviornt opened this issue on May 31, 2004 ยท 6 posts
saviornt posted Mon, 31 May 2004 at 11:29 PM
The Path of the Samurai only ends in death; such is the way of the warrior.
EnglishBob posted Tue, 01 June 2004 at 6:35 AM
If it's a hat, you don't need all that grouping and boning stuff. Position it on your character's head, and parent it to the head. When you save into the library, it will ask if you want to make it a smart prop - if you say yes, it will snap into position next time you use it.
AntoniaTiger posted Tue, 01 June 2004 at 1:53 PM
It is, however, worth looking at how materials are used. Different parts of the hat can be assigned to different materials, which can then be given a different colour without needing texture maps. And take the trouble to give them useful names, (Yes, I've had some frustrating times...)
saviornt posted Tue, 01 June 2004 at 3:21 PM
The Path of the Samurai only ends in death; such is the way of the warrior.
EnglishBob posted Wed, 02 June 2004 at 2:39 AM
Cool. :-)
hauksdottir posted Sat, 05 June 2004 at 12:24 AM
Arucard's clothing is from around 1800, Middle European (I've got some close examples from Pomerania and Lithunia). He is from another time altogether. Seras would have to adopt his flair as well as his choice of colors (which are also true to that period). It could be amusing. :)= Anyway, an article of clothing which doesn't have to bend with the figure, because it only makes contact with one body part, should be a prop. It is easier and better all around. If the article has moving parts (for example, a propellor beanie which spins) or follows the body across body parts (example, a coat), then it needs to be a figure and gets saved as a cr2 file. You've got a nice start, there. Carolly