Jump to content

LordGood

0 A.D. Department Leader
  • Posts

    2.762
  • Joined

  • Last visited

  • Days Won

    207

Posts posted by LordGood

  1. To start off you generally start from scratch, maybe import a model from the base game for comparison to get the scaling correct.

    Afterwards I tend to keep like buildings in the same blender file so I can borrow elements off of it, it aids in set cohesion when you can compare things side by side

    All the my flora is in one file as well, but the only things to borrow between those are leaf planes, tree trunks to edit slightly.

    its better to start from scratch so you have a deep familiarity with the meshes, as a project space can get quite hectic even with that in mind
    cheers, and good luck

    • Like 3
  2. I'm not sure that will work for what he's going for

    The best way to keep track of how a prop will behave on a unit is to constraint lock location and rotation of the prop in question to the prop bone you intend to assign it to. Just remember to separate it before export. You will need 2 different prop meshes, one for each hand

  3. That depends on whether its an animated mesh or not. Meshes without animations need to be exported with child empties in the desired prop location renamed prop-yournamehere. Make sure your empties are selected on export if you export by selection, but make sure the mesh itself is the active selection. yournamehere will be the assignable point in the actor editor.

    In animated mesh files this needs to be a child bone on the armature instead of an empty, similarly named prop-something.

×
×
  • Create New...