Op any chance you could help me import some ships? I have access to some very good models but am not sure how to turn them from static models to vehicles
Import a model in Outerra and animate it is not an exceptionally complicated undertaking, but still requires a certain application and a little study.
The first step is to build or import a model in a 3D graphics program that can then export the model as collada file (.dae).
[You can also use the .fbx format, but I've never used this particular importer and can not give indications]
For this purpose I use BLENDER
, fantastic and completely free.
In the model you will have to carefully fix the centers of rotation of all the objects that later you will want to animate, and you will have to create a "hierarchy" with the "parent" command that bind to each other all the components of the model, in sequence, until 'main object that identifies the model (for a ship, for example, may be: the hull).
In this way each command of rotation or movement applied to a single object "drag" also all the objects that were "parented", which can then be rotated or moved in turn.
Completed the design of the model is passed to its import into Outerra.
This phase is carried out automatically by the Importer that is inside Anteworld ( Menu --> Object -> Import )
Its operation is explained in the Wiki of this forum along with details for the setting of materials and textures.
Even the list of all possible commands, their grammatical form and the characteristics of this "control file structure" is available in the Wiki forum.
I never happened to read copyright reserves in these files (in fact make available freely and free of their work and their "discoveries" , necessarily implies the freedom for anyone to use this knowledge for their work.)
This is definitely the best school because it allows you to discover how to set the controls and the effect they have, in practice, on the model animation.One other useful indication could be the list of programs that I use to create models in Outerra.
Being a Hobby (very exciting but still a hobby) I can not afford to use commercial and expensive programs although fantastic ...
So I turned to the world of the programs are free to use, which is found throughout the Web, and that they are definitely lived.*
For the part of 3D modeling graphics, I tried various software (SketchUp, Wings 3D, Anim8or ..) and in the end I decided to Blender
], with a little apprehensive because in the web many people consider it overly complicated.
Actually I do not think it's hard ... I think it is so vast and can do so many things to "give the impression" to be complicated for the frustration of not being able to use it completely, but you always have something to learn .. .
And however you can begin to use to build or develop the first simple models and the more we learn its possibilities, more and better will be able to get more and more sophisticated models.*
For the construction of the human characters is fantastic MakeHuman
To transport real objects within the graphics program (I use it for heads and human faces) there is the free service of Autodesk: 123D Catch
For the creation and conversion of textures in .dds files with mipmaps I use Gimp
] and PSPad
There is a large number of free manuals to download and study.*
For processing of sounds and music: Audacity
Finally, to create movies with your models, there is the classic, and for me enough, Movie Maker
in the package Window Live.
I hope to be liked, and this information helps you build more and more exciting models.
One last little note:
You said you had access to excellent models ...
"Full" access for their use and distribution?
Remember that, on a personal level and for private use, you can easily convert and animate any model.
And if you're passionate and your models are perfected, before publishing them you must make sure you do not infringe any copyright in order to avoid unpleasant legitimate owners claim ...
Good luck and good work.