![]() Now you'll probably want to switch back to view mode so you don't accidentally move your pieces around, do this by clicking on the crosshair at the top left under File. Now move it so that the point you want it to rotate around is at (0,0,0) in the 2d views, then press apply transform and move it back to where it should actually be on the model.įor the next piece you need to move where you want the barrel to rotate around to the orrigin of the turret, hit apply transform, and move back.įor the firepoint you can just move it into place since all it is effectively is a orrigin. To do this for the turret we select it and switch to move mode, represented by a four pointed arrow on the left side of your screen. ![]() Next to make sure the pieces turn around the right spots when you animate it we have to set the orrigins, these are represented by red dots in the upspring view windows. Now unless your model was enormous in the modeller you'll want to scale it up to make it look alright in spring and be easier to handling in UpSpring, so go to the objects tab if you're not still there, and with the chassis selected, set all the scale values to about 10 to start of with, then click apply transform. The final piece you'll want to add is a fire point, click add empty and name it flare. Now you'll want to give the turret piece a name, I suggest turret, then repeat the same action but with the turret only selected and import the barrel. Now with that object still selected, you'll want to import the piece that will be attached to it, the turret, to do this we don't want to load a new model because that will delete the one we already have, so instead we go Object->Insert Object from file and select turret.obj. Chassis would be an appropriate one, so go to the Objects tab on your right and you'll see an empty list of pieces, and select where it should be,and give it a name so you can see it. ![]() First thing you want to do with it is give it a name. Load your base object by going File->LoadModel and choosing your chassis, it should now appear in the views of UpSpring. Now you can close Wings3D and crack open upspring. So now you have 3 obj files called something like chassis.obj, turret.obj and barrel.obj. Make sure you Export SELECTED rather than just exporting. Now select a piece, then go File->ExportSelected->Wavefront (obj). However to animate it, we will need to have it in seperate pieces, so seperate it to undo the combine we used to help us UVmap. Now we want to convert the model to a format that UpSpring can use, OBJ suits our purposes. That's what you'll draw your texture onto later, but for now, close that window and head back to the main view. Now to get it there, you'll want to go Continue->Unfolding, which will make the UVmap and leave you with something that looks like this.Ī nice pattern, but not very useful for when we want to texture it, so rightclick->CreateTexture, and use these parameters for now. The different colours show the different pieces your model will be broken up into when its placed on the texture. This will bring up your unit in the UV mapping window, from there you'll want to use theSegment->Projection function, which will leave your model looking something like this. So, the next step is to UV map it, this isn't as hard as it has been made out to be.įirstly, you'll want to combine it, then UVmap->ForceSegment. I'll assume you know how to model in wings and have your model ready, so I am going to be using a three piece tank, chassis, turret and barrel. This tutorial will use Photoshop but the same principles will apply to GIMP or any image editor of your choice. )Īlso you're going to need upspring, so get that as well. It's free and small so go download it now!(it seems is beter and free too but have a lot of useless option for this work like making movie or game engine. Firstly you're going to need a modelling programme, for this tutorial I'll be using Wings3D.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |