Add custom character to a scene. (Beginner)

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Things you'll need:

Part 1: Adding character files

Open the windows explorer and browse to: "C:\RealmWare\Visual3D.NET Beta 2.2\Projects" open the folder called "Demo Assets" and then the folder called Models. Create a new folder there and call it "orc" put your model, skeleton, and textures in there.

http://i330.photobucket.com/albums/l431/bloody_grunt/weOrc.jpg

Part 2: Creating The Character.

Start up Visual3D.NET Character Creator.

http://i330.photobucket.com/albums/l431/bloody_grunt/v3dnetcc.jpg

All right the Orc's model name is called "orc.mesh" so in the "Model's Exact name" box put "orc" without the quotes. Now the orc's skeleton is called "orc.skeleton" so in the "orc.skeleton" box put "orc" without the quotes. Now in the "Name of Character" box, put whatever you want to call it there, I'll call it Jimmy.

Good, now check the AttackAnim, MoveForward, MoveBackward, Strafe, and Idle hasAnim? checkbox. Under attack animation, in the "name of animation (in skeleton)" box put "strike" without the quotes. Then check the "Melee Attack" radio button.

Now, under the MoveForward, MoveBackward, and Strafe's "Name of Animation (in skeleton)" box put "run" without the quotes. Then in the idle's "Name of animation (in skeleton)" box put "idle" without the quotes.

http://i330.photobucket.com/albums/l431/bloody_grunt/v3dJimmy.jpg

Good, now all of the animations are set up. Hit the generate character button and browse to: C:\Realmware\Visual3D.NET Beta 2.2\Projects\Demo Assets\Actors\Custom and save it as Jimmy.

http://i330.photobucket.com/albums/l431/bloody_grunt/sfdJimmy.jpg

 Part 3: Adding the character to a scene.

Now browse to C:\Realmware\Visual3D.NET Beta 2.2\Projects\Demo Assets inside that folder is a file called "Demo Assets" which is a C# project open that and Visual Studio will start up. Inside Visual Studio should see somewhere on the screen a window that has "Solution Explorer" at the top. If you don't see it, click view at the top and click "Solution Explorer".

Note: If you have not done so before, you will need to expand the properties folder on the soluton explorer and delete sharedAssemblyInfo.cs You will need to do this for all C# projects you open, however you only have to do it once per project.

http://i330.photobucket.com/albums/l431/bloody_grunt/solutionExplorer.jpg

In the Solution Explorer, scroll down to a folder called "Actors" and expand it. Then right click the folder called "Custom" and go to Add > Existing Item

 Browse to C:\Realmware\Visual3D.NET Beta 2.2\Projects\Demo Assets\Actors\Custom and click on "Jimmy.cs" to open it. Now in the solution explorer, under the folder custom, double click on Jimmy.cs and a document will open in the main window of Visual Studio. In that document look for a line that says "_animationSet.ConfigureAnimations(" You may want to press Ctrl + F to do a quickfind.

http://i330.photobucket.com/albums/l431/bloody_grunt/codeSnippet.jpg

Inside of _animationSet.ConfigureAnimations(animations) the last animation has a comma after it that will always needs to be deleted, in this case "Idle," so delete the comma after Idle.

http://i330.photobucket.com/albums/l431/bloody_grunt/codeSnippet2.jpg

Good Job, now press Ctrl + F5 to build the project. If there are no errors, a box will pop up that says "A project with output type of class library cannot be started directly" good, you can close visual studio. Now browse to C:\Realmware\Visual3D.NET Beta 2.2\Projects\Tech Demos inside that folder is a file called "Tech Demos" which is a C# project, open that and it should start up Visual Studio.

In the Solution Explorer go to a folder called "World" and expand it. Then double click "TechDemosPrototypeLoader.cs" In the main window of Visual Studio that document will open. Look for a line near the top that says classTechDemosPrototypeLoader : DemoPrototypeLoader

and right click on DemoPrototypeLoader and click "Go to definition" in the context menu. 

http://i330.photobucket.com/albums/l431/bloody_grunt/codeSnippeet3.jpg

In that document look for a line that says "publicvirtualvoid LoadPrototypes()" You might want to press Ctrl + F to do a quick find. Go two lines under that and type in: Library.Entities.Add(new Jimmy("Avatars/Jimmy", 0.005f, 1f, 100));

http://i330.photobucket.com/albums/l431/bloody_grunt/codesnippet4.jpg

Good job, press Ctrl + F5 to build. If there are no errors a box will pop up that says "A project with output type of class library cannot be started directly" Good, you can close Visual Studio for good now.

 Part 4: The fun part.

  Now start up Visual3D.NET and load up a Scene. I'll be loading "The Cove" Alright there is a window called "Asset Library" somewhere on the screen. Inside that expand the item called entities and then expand the folder called "Avatars" inside is an item called "Jimmy" Drag and drop the item anywhere in the scene, POOF! an Orc just appeared where you dropped it!

But he's entirely gray, let's fix that.

Note: For a more in-depth tutorial on how to do the following go here: http://wiki.visual3d.net/Tutorials_Home/Your_first_import_in_Visual3D.NET 

All right in the main view window of Visual3D.NET at the top are some tabs. By default the Scene View tab is selected. Now, select the Model Editor tab. In the Asset Library expand the item called Models and then expand the folder called "Models" then expand the folder called "Orc" inside is orc.mesh drag and drop it into the main view window.

http://i330.photobucket.com/albums/l431/bloody_grunt/modelEditor.jpg

Now press the button "Parts and Materials" to expand it.

http://i330.photobucket.com/albums/l431/bloody_grunt/materials.jpg

Select the first item on the list and the Orc's body will start flashing. Now press the button with "..." in it, next to the material: textbox. A box will pop up that says "Material selection" will pop up.

  http://i330.photobucket.com/albums/l431/bloody_grunt/material2.jpg

Click the button that says: "Create New"

The orc's body will stop flashing and look like a checkerboard, good. Now in the asset library, expand the item called Textures then expand the folder called Models and then Expand the folder called Orc. Inside is a file called "body_UV_DI_RED_1024. Drag and drop that into the main view window. The orc's body will no longer be gray! However is face and eyes will be.

Select the second item on the "Parts and Materials" list and do the same thing, but this time drag and drop the "faceUV_DI_RED_1024". And again with the third item on the list, using "faceUV_DI_RED_1024" again. Good, the orc entirely no longer gray. Now click on the save button near the top of the Material Editor.

Good job you're done, click on the Scene View tab and look at your Orc again, he should have all of his textures!

Hope you found this helpful!

If you have any questions you can e-mail me at daspartan117@gmail.com

      

      

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