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| Heretic
II Modelling Tools |
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Gwynflex B17
by Gwynhala [Feb. 5, 2001]
The latest verison of Gwynflex is B17. This will be one of the last
releases of Gwynflex, since it's being replaced by my new animation
program, Pygmalion. It includes many new features that are described in
the release notes packaged with the executable.
This release also includes new motion capture data that fixes a twisting
problem many users have noticed in the left upper leg. Many thanks to Zonk
for his help finding the source of this problem.
For the latest news and updates on Pygmalion, check out my new site, RigFolk!
[
Gwynflex B17 Executable
/
Revised Motion Data
/
RigFolk Site
]
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Gwynflex B14
by Gwynhala [Apr. 6, 2000]
The code in GwynFlex B13 that was supposed to prevent operations with
too many triangles was broken. This caused animation, skin export, and
other GwynFlex features to fail without warning on models with more than
about 300 triangles. The code is fixed now in version B14. Also available,
is Microsoft's MFC42.DLL library for those who are getting "linked to
a missing export" errors when running GwynFlex.
You can use a joystick, mouse, or keyboard for 3D positioning, and you
can select from several camera views.
Note that pressing the SHIFT key or the CONTROL key changes the way that
the mouse or keyboard controls work. The keyboard controls are:
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Key
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Normal
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Shift
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Control
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Left
arrow
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X--
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V--
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U--
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Right
arrow
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X++
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V++
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U++
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Up
arrow
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Y++
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Z++
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R++
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Down
arrow
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Y--
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Z--
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R--
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Keypad
Plus sign
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Z--
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Keypad
Minus sign
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Z++
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Page
Up
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V++
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Page
Down
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V--
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Home
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U++
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End
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U--
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Insert
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R++
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Delete
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R--
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R is rotation about the X axis. U is rotation about the Y axis. V is rotation
about the Z axis.
If you use a mouse, the Shift and Control functions modify the behavior
of the mouse similar to the description above. Just click on objects to
select them. When you import a mesh, it comes in as a wireframe, and you
can't move it. Use the Model->Make Solid menu if you want to move or rotate
the model. Also, you can use the bones only if you've selected an heirarchical
skeleton.
More tips in the readme file, and on this site as more complete versions
of the program are released.
[ Full
B14 Download / B14
Executables Only / MFC42.DLL
]
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Quake 2 Model Conversion Tutorial
by Gwynhala [Apr. 6, 2000]
Here's the full 8-lesson tutorial on how to convert a Quake 2 player model
for use in Heretic II using the GwynFlex model animator. The tutorial
is based on GwynFlex B10. The section on skin merging is still useful,
but version B14 and later of GwynFlex will automatically merge skins for
you using the File->Export->Merged Skin option. The rest of the tutorial
is valid for all versions of GwynFlex at least version B10 or newer. The
first page has a link where you can download the entire tutorial as a
PowerPoint presentation if you don't want to use the on-line HTML version.
[ Download ]
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Revised Motion Capture Data
by Gwynhala [Jan. 31, 2000]
This latest version of the Corvus Motion Capture Data has several bug
fixes and was designed for use with GwynflexB10. NOTE 02/06/2001: This
version of the motion data is now obsolete; please use the motion capture
data released with Version B17 for future models.
[Download]
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FlexModel to Wavefront Object Converter, aka FM2OBJ
by Gwynhala [Nov. 24, 1999]
If you know the name of a Heretic II animation frame (like conjure11 or
draw5), you can use this program to export Corvus or Kiera in that pose
as a 3D mesh. You can even export each mesh node (head, arm, etc.) as
a separate mesh.
The mesh is saved in Alias / Wavefront .OBJ format, an ASCII format that
includes vertex defintions, texture vertex definitions, and triangle definitions
with texture mapping. If you need to convert to another format, check
out the Crossroads
3D program - it's freeware, and it works!
New in this release: The command Flag -C outputs Corvus meshpart names,
in other words, you would get "Back" instead of Node1, and so
on...
[Download]
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Microsoft Foundation Class Library 42
by Microsoft [Nov. 24, 1999]
This file is required in order to use Gwynflex releases. It is a simple
Foundation Library that gets placed in your windows/system or your winnt/system32
folder.
Note: If you use ICQ, you definately have this file installed,
it's required by the program
[Download]
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Updated QMView (Update for Heretic II Toolkit)
by Gwynhala [Nov 23, 1999]
This is the very useful qmView tool that came in the Heretic II Toolkit,
with Gwynhala's quick fixes for two bugs:
1. The skin overlay button now shows all of the triangles
in the model rather than just those of the first meshnode.
2. The Properties menu item for meshnodes now correctly shows
the number of triangles in the node rather than '&d'
This tool is really useful for previewing models and skins. Thanks so
much to Josh Weier, the original author of qmView, for his permission
to post this modification.
Note: QMView has been updated to fix a bug discovered with models
generated by GwynFlex. If you are using GwynFlex, and use QMView, get
this update - or QMView won't open your models!
[Download]
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FlexModel Skin Reference Editor, aka FMSKINNAMES
by Gwynhala [Oct. 8, 1999]
Change or add skin names to a Heretic II model. Used in the Imp conversion
done by The Shadowlord and trix[i] for Heretic
II Siege.
[Download]
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Quake Model to FlexModel Converter, aka CONVERT
by Green |E|lf [Oct. 01, 1999]
This allows you to convert Quake models to Flexmodel format, and was used
to create the imps for Siege. It does not preserve skeletal structure,
only vertex placement, and is therefore useless for any models that require
skeletal animation, such as a player model, but is incredibly useful for
certain monster models, and of course skeletal animation can be determined
by the mod programmer his/herself when programming the creatures. This
also contains the executable's source code.
Note: To create player models, or anything with a skeleton,
you must use Gwynflex
[Download]
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