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 Post subject: BZII animation basics using Caligari Truespace 6.6.
PostPosted: January 24th, 2017, 7:36 am 
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What to write? Truespace supports some animation for models like Walkers, Pilots, Turrets, Artillery, Animals, Buildings, etc. TS, uses a simple key frame recorder to do animations like Walk, Turn, Death, Sit Down, Idle, Deploy, etc. It can also do types used by Deployed Scavengers. Essentially, models are grouped together, axes defined and a key frame range is set. Model parts are selected, a key frame set and the part is manipulated as desired. Once the model is key framed it can be edited to adjust and refine the animation sequence as needed. Some models require more then one animation for different elements like walking, turning, etc. Some models also require animations for unit functions like moving forward, backwards, neutral, and of course things like units that morph from one state to another. Morph Tanks are a typical example of this.

Primary support for animation used by Truespace is by using the default Direct X exporter and using 3d Exploration to convert the X model to XSI for BZII.

animation controls.png
animation controls.png [ 378.49 KiB | Viewed 130 times ]

Battlezone II 3D Modeling on BZ2Maps.
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