Could anyone direct me to a good guide (or three) for learning how to model 3D humanoid characters in 3D Studio Max? I am a pretty good sketch artest, but 3D modeling is a whole 'nother beast. My initial attempts have been disasterous!

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Java version is: 1.6.0_03
-> support for BufferedImage
Version helper for 1.2+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
java.lang.NoClassDefFoundError: org/lwjgl/opengl/Display
at com.threed.jpct.GLHelper.findMode(Unknown Source)
at com.threed.jpct.GLHelper.init(Unknown Source)
at com.threed.jpct.GLRenderer.init(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at com.threed.jpct.FrameBuffer.enableRenderer(Unknown Source)
at jPCTGears.init(jPCTGears.java:48)
at sun.applet.AppletPanel.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
// Initialize all components of the applet
@Override
public void init()
{
// sign the applet up to receive mouse messages:
addMouseListener( this );
addMouseMotionListener( this );
world = new World(); // create a new world
World.setDefaultThread(Thread.currentThread());
// create a new buffer to draw on:
buffer = new FrameBuffer( width, height, FrameBuffer.SAMPLINGMODE_HARDWARE_ONLY );
buffer.enableRenderer( IRenderer.RENDERER_OPENGL );
buffer.disableRenderer( IRenderer.RENDERER_SOFTWARE );
// load some 3D objects and make sure they have the correct orientation:
redGear = loadMeshFile( "RedGear.3ds" );
redGear.rotateY( (float)Math.PI / 2.0f );
redGear.rotateMesh();
redGear.setRotationMatrix( new Matrix() );
redGear.setOrigin( new SimpleVector( 0, 0, 0 ) );
redGear.build();
greenGear = loadMeshFile( "GreenGear.3ds" );
greenGear.rotateY( (float)Math.PI / 2.0f );
greenGear.rotateZ( 0.35f );
greenGear.rotateMesh();
greenGear.setRotationMatrix( new Matrix() );
greenGear.setOrigin( new SimpleVector( -145.0f, 0, 0 ) );
greenGear.build();
blueGear = loadMeshFile( "BlueGear.3ds" );
blueGear.rotateY( (float)Math.PI / 2.0f );
blueGear.rotateZ( 0.40f );
blueGear.rotateMesh();
blueGear.setRotationMatrix( new Matrix() );
blueGear.setOrigin( new SimpleVector( 0, 135.0f, 0 ) );
blueGear.build();
// Set up a pivot point for the entire gear assembly:
//assemblyPivot = new Object3D(1);
assemblyPivot = Object3D.createDummyObj();
assemblyPivot.setOrigin( new SimpleVector( 0, 0, 0 ) );
// Make the gears children to assemblyPivot.
// Translations and rotations to assemblyPivot
// will affect the entire gear assembly:
assemblyPivot.addChild( redGear );
assemblyPivot.addChild( greenGear );
assemblyPivot.addChild( blueGear );
// add the objects our world:
world.addObject( redGear );
world.addObject( greenGear );
world.addObject( blueGear );
world.buildAllObjects();
lookAt( redGear ); // make sure the camera is facing towards the object
letThereBeLight(); // create light sources for the scene
}
myObject.setRotationPivot( new SimpleVector( 0, 0, 0 ) );
myObject.rotateAxis( myObject.getZAxis(), radZ );
myObject.setRotationPivot( new SimpleVector( 0, -135.0f, 0 ) );
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