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GODD Models -- A Few Questions (and Answers)

What is the .Erlang. tab that shows in the Windows toolbar?

The Wings3D program is written in the Erlang language. That extra window that shows up is part of the Erlang programming language. You can safely ignore it.

What is the exact procedure used to .connect the joints. in MilkShape?

  1. Open Milkshape
  2. Import model as obj
  3. goto models tab
  4. select joint button (on models tab)
  5. click on the upper right images
  6. a red circle appears on each of the views
  7. click on the select button.
  8. press control-A to select everything
  9. select the joint tab.
  10. click on the assign button
  11. click on anim button
  12. set the number of animations from 30 to 1. Make sure only 1 is in box
  13. click on anim button. (the box with 1 in it should now be greyed out.)
  14. export object as an .md2 file

What is the exact procedure for exporting the UV map (and converting it into a windows bit map) into photoshop?

You do not actually export the UV map. The UV mapping is part of the model. It is exported in the obj file and lives in the md2 file. Think of the UV mapping as a set of instructions telling the GODD engine how to cut up the graphic skin and staple it onto the model.

What is the exact procedure for exporting the model skin (and converting it into a windows bit map) into photoshop?

When running the UV process you will come to a window in which you have a bunch of skin pieces shown in a box. Initially they are all red (selected). If you press the spacebar they will be unselected. You may notice that as you select (click on) individual pieces, it will select corresponding parts of the model. I use this to get an idea of how the cut up skin lays on the model.

This window is called "AutoUV".

  • Press the spacebar so that none of the pieces are selected.
  • Right click inside the blue box (usually with colored blocks and letters in the background).
  • This will bring up an option to "Create Texture".
  • Left click on "Create Texture".
  • If any skin pieces are selected (red) this menu will be much longer, with many other options. Make sure no skin pieces are red when you right click.
  • Select the size.
  • I recommend 256x256 for most models.
  • On some occasions you will need the extra pixels available in the 512x512. If that is the case, use 512x512.
  • After selecting (confirming) size, click "OK".
  • You should next see a solid color background with outlines showing your skin pieces.
  • Close the UV window (x in upper right corner.)
  • Click on the Window (menu option)
  • Select Outliner (top item in the Window submenu.)
  • At the bottom of the list of resources in the Outliner mini-window you will see a square graphic thumbnail.
  • Click on this graphic.
  • The name just above the graphic will highlight.
  • Right click on that name. Select Make External...
  • Save the image as a bmp.
  • You can now open the image in Photoshop and make changes.
  • After saving your changes in Photoshop, you can view these changes in Wings3D by right clicking on the graphic and selecting "Refresh".

4. If the UV map is near to the edge of the bitmap, can I move it or reduce the size of the .skeleton.? 5. Can I move each individual .skeleton. separately? They seem to be linked . so moving one, moves each .skeleton.. 6. After the skin is layered on the bitmap in photoshop, how do I see the results upon the model/object in Wings 3D? 7. How important is the need to keep the skeletons simple? Should most of the distinguishing features be created with the skin? 8. How is the size of the object changed in Wings 3D? 9. Can I change the size after the skin is applied? 10. How are separate shapes connected to form one object?

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