@ RossBlenderArt: yeah i noticed that after searching the interwebz : )
the generator wasnt something i had in mind for my current game project idea, but in future i want to work on a turn based strategy with unit types, and i would want to vary the units. So i was thinking about it and at the time i read about shape keys, and wondered if using shape keys to create variation between the units would work. Im new to all of this (blender and programming) and dont know how its conventionally done, but it sounds plausible to me at least. that way i could add slight variations and randomize certain features and colors etc, and turn one character with a shape key into as many as i could need without having a clear repetition. With that i would just have to model one or two characters (male and female?) for each unit type, add some shape keys, have it randomly select, sticking to reasonable …whats the word im thinking of (been up all night again, not healthy!)…hmm…proportions! took a whole minute to think that one up, haha. so yeah, that was really just out of curiosity and looking forward to my future projects! But you can see why i would want to have it generate instead of having to model each manually, and then still being limited. It would be far less time consuming and give far greater results.
thats cool, when is 2.64 coming out anyway? will it be within a few months? p.s how could i get the features into 2.63 already? can i add it in myself? or is that a lot of work?
thanks for the link , i’ll check it out
good to know, but i imagine it will be beyond me!
@agoose77: i see, thanks : ) i watched your “Introduction to python coding” video, at least i think its yours. I already knew it all but it was still entertaining. If im not mistaken you know c and c++? how hard is it to pick up c and c++ once you know python? python being multi-paradigm language shares a lot of similar concepts with c++ right? i briefly scanned over a pdf file i downloaded the other day titled ‘python2c’ and it seemed pretty fairly simple. Obviously i didn’t see everything though! but c has arrays instead of lists, you have to include libraries like you have to import modules in python right? you have to tell the compiler what type the variable will contain, whereas in python, you can just start assigning. you end every statement with a semi-colon? instead of indentation it uses curly braces? in python when you make a variable , say a = 10, then if you were to make b = a , and then change what a is, b would also change, because in python they refer to a location in memory, instead of actually holding the value? in c is it different? sorry for all these questions, just curious : )
much to learn.
p.s is it possible to bake textures and alpha-maps from a higher poly model , onto a very low poly object in such a way that it appears the same at a set distance, for level of detail? instead of having to model something several times with vastly different detail levels? is that possible? if it is, would it work or would it take up to much texture space? o.O
p.p.s would it be fairly simple to make it so that level of detail only switches meshes when not rendered by an occlusion culling algorithm? i dont like it when you see meshes switch so clearly, i would much rather have it switch outside of the view so that its not so apparent.