   Game Modelling
  Hey guys, I'm not sure if this is the right place to ask these questions.I'm sorry if it is.Me and a friend(Quil on this forum) are planning to develop an 3D MMORPG.We already learned the basics about C++, win32 and DirectX.We both are experienced coders.We obviously need models for our game, and we are totally new in that business.I've downloaded Blender, and find it quite hard to work with as beginner.I've downloaded Earthsculptor too, with this program I made a beautifully looking worldmap for 15 minutes work.I was amazed by the ease of the program.But I can't make things like houses or other 3D models with that program.And I got another question. When you got a guy with a sword hitting with his sword when u click, there should start an animation(guy's swordshand moves forward etc.) and the sword needs to move too. Do we really need for both an animation? Or can the sword's swing be coded or something? So actually I need some tips or tutorials how to make (animating)objects and worldmaps for a 3D MMORPG.I hope you can help us out.Sorry for my bad english.Best Regards,Martin   
  I can answer the question about the sword: each model has a position, scale and rotation in the world. So for the sword to swing you do not need to have a whole ne frameset, you just rotate it via code. It's pretty easy once you got the basics about 3d coding.I guess you don't want to do all the 3d graphics stuff yourself, you need some experienced guys, especially for character animations. Getting into 3d modeling and animating is a hell of a hobby. First you need skills in modeling and texturing without wasting too much polygons, second you need loads of experience for human or realistic animations.I started with Cinema4D, which is pretty easy, and it's not too expensive. But afaik Blender does the same job.   ;Quote:Original post by YoYoFreakCJI can answer the question about the sword: each model has a position, scale and rotation in the world. So for the sword to swing you do not need to have a whole ne frameset, you just rotate it via code. It's pretty easy once you got the basics about 3d coding.I guess you don't want to do all the 3d graphics stuff yourself, you need some experienced guys, especially for character animations. Getting into 3d modeling and animating is a hell of a hobby. First you need skills in modeling and texturing without wasting too much polygons, second you need loads of experience for human or realistic animations.I started with Cinema4D, which is pretty easy, and it's not too expensive. But afaik Blender does the same job.Thanks for the quick answer.I'm glad that it's not needed to make an animation for each object :)And by the way, we are not planning to do all the modelling ourselves.But we want some experience and proof of the game before we start searching Modellers.Do you have any tutorials for this by the way?And someone can answer the question about worldmap+objects too?Thanks,Martin   ;  Normally swords, and other items will simply be attached to the character's hand using code. You'll probably want to take their position and orientation from a bone in the characters skeleton. Essentially you borrow the animation for the character and use part of it for any items they are holding.You can easily implement this with any animated character model. A quick search turned up a tutorial for making a skinned character in Blender at http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_AnimationThere's a tutorial at http://www.gamedev.net/reference/articles/article2079.asp which shows you how to animate a .X file in your game.Objects that go in the world should probably be modelled individually, and placed with some kind of editor tool on the terrain you've made. To start with you could use a simple text file which you hand edit instead of an editor. In the text file just make one line for each object that tells you which .x file to load, where to position it, which way up it goes, and any other info you need for the game.   ;  The sword is attached to the hand.When the hand moves, so does the sword.Quote:Me and a friend(Quil on this forum) are planning to develop an 3D MMORPG.To be honest, I kinda want to say LOL.   ;Quote:Original post by Adam_42Normally swords, and other items will simply be attached to the character's hand using code. You'll probably want to take their position and orientation from a bone in the characters skeleton. Essentially you borrow the animation for the character and use part of it for any items they are holding.You can easily implement this with any animated character model. A quick search turned up a tutorial for making a skinned character in Blender at http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_AnimationThere's a tutorial at http://www.gamedev.net/reference/articles/article2079.asp which shows you how to animate a .X file in your game.Objects that go in the world should probably be modelled individually, and placed with some kind of editor tool on the terrain you've made. To start with you could use a simple text file which you hand edit instead of an editor. In the text file just make one line for each object that tells you which .x file to load, where to position it, which way up it goes, and any other info you need for the game.This reply made much things clear.I always thought that the worldmap would be one file, but you just put it together in the code using your file.Awesome.Thanks very much.@YoYoFreakCJIt wasn't ment that we do all stuff alone.. That's impossible.   