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JGS version of Autodesk 3DS "Animated Battle Scene" tutorial SKILL LEVEL:BEGINNER.0.1


Enriched Uranium

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This is my "JGS version of 3DS "Animated Battle Scene" tutorial SKILL LEVEL: BEGINNER"

from the project I am working on - WIP: Creating an Asset from start to finish. -

My project will not be finished for quite some time, but this is my first animation tutorial

for AutoDesk 3DSMax.

With my tutorial, you will learn how to use 3dsMax to build this scene and animate it:

likeThis6_zps1ed105d7.png

I used a lot of information from their "Animated Battle Scene" tutorial

plus I added to it inorder for you to learn this... and not just have me do it for you.

SPOILER

THIS IS WHAT THE FINAL ANIMATED MOVIE, YOU CREATE SHOULD LOOK SOMETHING LIKE

SPOILER

I am enjoying creating this content for KSP so that others MIGHT be able to get threw the learning

part and get to the actual creation of your mod quicker, even if you have never created a Mod before.

I am an old retired guy, who learned some OLD computer languages in college. I am by no means proficient

with C++ yet, but that is what I hope to get out of creating these tutorial's for you all.

I can not acheive my goal without help, but I am off to a really good start and have put a lot of hours into this already.

I really appreciate those, who's work I am using to learn this stuff, and create these tutorials for everyone.

Anyone who chooses to help me learn, or join me as I create this content, is also much appreciated.

Thanks to everyone. I am looking forward to some feedback.

This is my first tutorial EVER and I am not a teacher. I have done my best to cover all the questions one might have

and i have tried the tutorial myself... But I kinda need someone to try it for some good feedback.

The less you know about the program the better!

This is the Link to my Tutorial: Thanks Everyone

This is the Link to Autodesk 3DsMax download page: WARNING - THEIR INSTRUCTIONS AREN'T GREAT FOR INSTALLING THE TUTORIAL, SIMPLY EXTRACT IT INTO 'Documents' DO NOT CREATE A FOLDER TO EXTRACT IT INTO.

Autodesk 3dsMax offers a 30 day free trial but also offers student software. I read somewhere that students can have this software free for 3 years but I can't find a link right now and I don't know the details.

This is the 3DsMax 2015 tutorials OR download page.

Edited by Enriched Uranium
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[MOD - Moved to the Space Lounge.

Unfortunately, the content described in this tutorial is of little relevance in the context of modelling and texturing parts for KSP, and is most likely going to mislead newcomers to the KSP modding scene.]

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This is an extremely small piece of my project and is intended to get someone, who has never used Blender, comfortable with it. Yes, this is 3DSMax I am starting out with because I am use to OLD CADD software that is not intended for this type of modeling. I haven't used it in a while and found i am behind the times, a little, and need to learn the terminology they use in Blender. 3dsMax has better tutorials, for this purpose, because it is not open source/free.

If you noticed, this tutorial, was the last entry in my Thread WIP: Creating an Asset from start to finish. This is the first tutorial of my project.

That animation needs a cannonball and particle effects added. (we can make the cannonball a planet lol)

Its going to take me a little while to get enough done on this to really start focusing on KSP and creating game specific situations, and actually start writing code.

At this point, I would like to see if this is as easy to follow as I think it is.

Generally, a person just can't evaluated the ease of use on something like this, after writing it, because they know what goes in-between the lines. The feedback I am looking for is so I can fine tune this so anyone who try's this will have 0 questions or need to comment on the the Thread at all.

Like I said, I think i covered all the questions one might have while doing this part of my tutorials.

I agree, if a new person did this one tutorial and didn't read anything else i have been working on, they could be... misled a little but if the only thing they read and learn is my first tutorial, they will never be creating mods anyway.

Did I miss the point of how you think this will mislead new people?

Edited by Enriched Uranium
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Did I miss the point of how you think this will mislead new people?

I hate to say this, but as an add-on author myself, I do believe that despite your enthusiasm and good intentions, you've completely missed the point.

To clarify, there are two general schools of add-on authoring in KSP:

Parts

To get rocket parts into the game, the generally-accepted workflow is:

- Model the meshes and set up texture UV mapping in Blender

- Import the completed Blender model into Unity editor

- Set up other necessary features such as thrustTransforms for engines, emissives and lamps for lights and animations

- Export to .MU file format using the KSP PartTools library for Unity editor

- Write a (non-code) CFG file to define the part in-game and what PartModules / features it would use

Plugins

Plugins are a completely different animal, and so the workflow is thus:

- Study the KSP API to understand what namespaces/classes you can access in the game

- Study example plugin projects to understand how to do basic stuff (e.g. making a custom PartModule that would be specified in a part's CFG file, making a partless plugin that runs in the background all the time)

- Study the source code of other people's plugin add-ons

- Write and debug your own code using Visual Studio or MonoDevelop, generally using C#

- Compile as a DLL and test in KSP

(Some add-on authors may do publish projects containing both parts and plugins, but generally only after they've mastered both separately).

What I see in the tutorial(s) you've written so far is a dangerous lack of understanding of these established workflows:

- You're using 3DS Max, whereas most add-on authors here use Blender because the latter is free and can more easily get help from others also using Blender

- Visual and collision meshes need to be optimized in Blender to ensure good performance in-game

- Setting up animations in 3DS Max and solely for 3DS max is quite different from setting up animations in Blender for use in Unity

- Particle emitters in 3DS Max are not really relevant; in KSP, most engine particle effects use the built-in EFFECTS{} nodes defined in part CFGs (If you're making custom particle effects for the HotRockets! add-on, you would use Unity editor)

- You continually speak of C++, even though it is practically unnecessary for asset creation in KSP

- It also seems to me that you've just re-did an official 3DS Max tutorial yourself, and passed it off as your own tutorial

Remember that the Add-on Development forums are for asking and giving direct answers to add-on authoring questions, not really for writing up blogs to document your personal learning process (especially not in software irrelevant to KSP modding).

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I hate to say this, but as an add-on author myself, I do believe that despite your enthusiasm and good intentions, you've completely missed the point.

(Some add-on authors may do publish projects containing both parts and plugins, but generally only after they've mastered both separately).

What I see in the tutorial(s) you've written so far is a dangerous lack of understanding of these established workflows:

- You're using 3DS Max, whereas most add-on authors here use Blender because the latter is free and can more easily get help from others also using Blender

- Visual and collision meshes need to be optimized in Blender to ensure good performance in-game

- Setting up animations in 3DS Max and solely for 3DS max is quite different from setting up animations in Blender for use in Unity

- Particle emitters in 3DS Max are not really relevant; in KSP, most engine particle effects use the built-in EFFECTS{} nodes defined in part CFGs (If you're making custom particle effects for the HotRockets! add-on, you would use Unity editor)

- You continually speak of C++, even though it is practically unnecessary for asset creation in KSP

- It also seems to me that you've just re-did an official 3DS Max tutorial yourself, and passed it off as your own tutorial

Remember that the Add-on Development forums are for asking and giving direct answers to add-on authoring questions, not really for writing up blogs to document your personal learning process (especially not in software irrelevant to KSP modding).

Ok, Im not sure if it was your intent but this is insulting. How are you judging my "dangerous lack of understanding" of the established workflows used in KSP, when the purpose of the tutorial is so that someone who has never used blender... or any other modeling software... can become comfortable with the interface, and thats it.

This tutorial belongs in the section of my project called "Choosing your programs" which is Step One, (at the very top) of my project (WIP: Creating an Asset from start to finish) b4 I have even talked about folder design.

(and yes, it is going to be a while b4 I finish it. I just started putting it together, after trying to use KSP Wiki Tutorial:Making an asset from start to finish and finding that the info was so old that none of it worked.)

ShuckerHead_zpse30fb00e.png

Like I said I started with 3ds because the tutorials, in the software, allowed me to become comfortable with the features in Blender that I was unfamiliar with, after using the software for 2 days.

Since Blender is free and i won't have a timed trial to worry about, and since most people are using it for KSP, my intent has been to focus on blender, which is what I am now working in...

I do appreciate you taking the time to type out the typical workflows used for modeling in KSP, as this is the first time i have seen it... so clear and to the point, so on that I thank you.

When I get to the point I am addressing the workflow, I will make tutorials for each step that must be taken and not overwhelm someone with too much information all at once.

like it would do if i included everything you pointed out, in your reply to me, all in one tutorial. My plan is to try to keep the tutorial taking users about an hour to do.

But i guess you expected this one little tutorial to cover all of it, after clearly stating SKILL LEVEL Beginner

I am not a beginner when it comes to using solid modeling software, but the software I am use to is just too much when Blender can do everything I need for KSP....

I am doing all of this so I can be proficient in C++, my 6th and newest programing language and I am teaching myself. That is my payment for Adding this content

to KSP. I am so sorry my tutorial did not cover what you expected it to cover but what you expected was not the point of the tutorial.

Remember that the Add-on Development forums are for asking and giving direct answers to add-on authoring questions, not really for writing up blogs to document your personal learning process (especially not in software irrelevant to KSP modding).

Really???¿, I thought it was a place to come so that you can also learn how to make mods yourself if you want to. I am not writing a blog, if that was all i was doing, I would just copy my learning notes into a blog.

I am trying to create a place for people with 0 experience can come to learn how to create their own stuff faster than I have been able to... #1 find the info and then #2 learn the info and #3 reproduce the information in a friendly and none intimidating way.

I understand that you know more about this than I do, as you said you are also an add-on author. I am a hobbyist, as far as this goes, but I need the C++ for other things and I really enjoy using KSP to learn it.

If you intent was to insult me, you succeeded.

If your intent was to discourage me from continuing, you failed but i can see how... if you talk to all the new people this way, that it could discourage them from ever posting on the forum's... who know, maybe that is your intent so you all can cut down on all the data people might store here. IDK

But I do think that nobody should feel like their intelligence has been attacked after posting on this forum because you have no way of gauging anyone's knowledge by a few words they post.

If you were, honestly, not trying to be insulting... Next time you might try putting yourself in my shoes and read your response like you are the person you are sending it to and see how you would take it before you post it.

ya know, people like me are free help and could become valuable to you, once we learn enough to be productive.

Edited: I have what i needed when I posted this now, this can be removed now if you want to... but im leaving it here for people to see

Edited by Enriched Uranium
finished with this Thread, I have what I was needing.
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Ok, Im not sure if it was your intent but this is insulting. How are you judging my "dangerous lack of understanding" of the established workflows used in KSP, when the purpose of the tutorial is so that someone who has never used blender... or any other modeling software... can become comfortable with the interface, and thats it.

This tutorial belongs in the section of my project called "Choosing your programs" which is Step One, (at the very top) of my project (WIP: Creating an Asset from start to finish) b4 I have even talked about folder design.

Since you have never used any modelling software before, I'm not convinced you are really qualified to be advising other, even less experienced users on what software to use.

(and yes, it is going to be a while b4 I finish it.

It is preferable to post tutorials only when it is mostly finalized.

I just started putting it together, after trying to use KSP Wiki Tutorial:Making an asset from start to finish and finding that the info was so old that none of it worked.)

Outdated as it may be, there are still other threads in the add-on development sticky that contains more updated information.

Again, until you are truly competent in at least one or two of the aforementioned software, you are in no position to be advising anyone else on what software they should choose.

Like I said I started with 3ds because the tutorials, in the software, allowed me to become comfortable with the features in Blender that I was unfamiliar with, after using the software for 2 days.

Since Blender is free and i won't have a timed trial to worry about, and since most people are using it for KSP, my intent has been to focus on blender, which is what I am now working in...

The workflow for Blender is different from 3DS Max, and Blender is preferred because most KSP modders already use it, and can already offer advice specific to Blender.

You should have started off with Blender right away, rather than the unnecessary diversion to 3DS Max.

When I get to the point I am addressing the workflow, I will make tutorials for each step that must be taken and not overwhelm someone with too much information all at once.

like it would do if i included everything you pointed out, in your reply to me, all in one tutorial. My plan is to try to keep the tutorial taking users about an hour to do.

But i guess you expected this one little tutorial to cover all of it, after clearly stating SKILL LEVEL Beginner

"SKILL LEVEL Beginner" isn't really a relevant argument.

The fact of the matter is, the skills that a newbie would learn in making flying cannonballs in 3DS Max cannot be used in Blender to make rocket parts for KSP. Meshes and textures will need to be optimized, some understanding of KSP PartTools and shaders are needed, and the 3DS Max tutorial does not contain any relevant groundwork for learning that.

I am doing all of this so I can be proficient in C++, my 6th and newest programing language and I am teaching myself. That is my payment for Adding this content

to KSP.

To reiterate, if you are making just a simple rocket part or an engine, you don't need C++.

Plugins that change the core game are made using C#, and there are already numerous tutorials on C# plugin authoring throughout the forums.

I am so sorry my tutorial did not cover what you expected it to cover but what you expected was not the point of the tutorial.

It is not what I personally expect from a tutorial, but what an actual newbie to the KSP modding scene would expect.

I thought it was a place to come so that you can also learn how to make mods yourself if you want to.

That is the intended purpose yes.

But you have not made a mod before, and by reposting outdated tutorials, you are perpetuating misinformation that would only serve to confuse newcomers.

I am not writing a blog, if that was all i was doing, I would just copy my learning notes into a blog.

You re-posted three of your threads on your user blog.

I am trying to create a place for people with 0 experience can come to learn how to create their own stuff faster than I have been able to... #1 find the info and then #2 learn the info and #3 reproduce the information in a friendly and none intimidating way.

The Modelling & Texturing Discussion and Plugin Development Help & Support serves that exact purpose, as does the Add-on Development resources sticky.

I understand that you know more about this than I do, as you said you are also an add-on author. I am a hobbyist, as far as this goes, but I need the C++ for other things and I really enjoy using KSP to learn it.

C++ is not needed for KSP modding.

if you talk to all the new people this way

A number of other add-on authors have already given you similar advice, but you chose to push ahead with your own plans anyway. I'm probably one of the more patient ones.

ya know, people like me are free help and could become valuable to you, once we learn enough to be productive.

You are spreading outdated misinformation, which will hinder the learning process of newbie modders.

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Did I offend you in some way, that I don't know? If I did, that was not my intent.

I did not say that I have never used solid modeling software but it was a long time ago and a lot has changed since I had a need to use one.

So, when i read your reply, I WAS angry after reading your first argument with me, and did not finish reading this until today because:

you either did not read what i wrote, or you did not comprehend it.

I am finished with this thread, and I have what I was hoping to get out of posting this Thread.

Im not here to argue with you, or anyone else, I could use your input without the personal attacks.

I am here to have fun and learn this stuff, and not have the fun taken out of it... by someone acting like you in this post.

I know the info on my other Thread is out of date, I found out how out of date on the first day I posted my outline and

have not made it back to updating that stuff yet, but i will.

It is a pain that I started learning this the old way and already have to go back and re learn a few things correctly.

But I got the info from HERE and I am hoping, when finished, that this will help

someone else keep from running into all the... garbage i have.

The tutorial does what I created it for, at least for me, and one other person.

Someone had advised me that i could start with 3dsMax and it might help me transition into Blender.

They were right, it did. So I am open to direction offered to me, but I will never tolerate someone

speaking down to me as you have... in your, childishly, broken down response to my response to you.

I would appreciate it if you stopped the personal attacks, and only share criticism that i can use to make this better

or don't comment at all. I am smart enough to see that I could have learned something from you but i still won't tollerate

this behavior, so I have access to your knowledge... its already more work than it is worth to me,

I shouldn't be feeling the need to post this Publicy to you and i should be learning not dealing with you,

since your a moderator and i can't put you on my ignore list.

I do listen to and take the advice of other authors but I can't just pour the information they show me into my brain

I have to learn the correct way now and only then can I update my out of date material... THAT Is NOT MINE, It belongs to

...KSP, I guess.

I understand things are changing fast for this game but i should have know how out of date the material was

B4 I posted it on my Thread.(posting the thread, when I did, saved me time and accomplished a purpose i didn't know it would.)

Im just thankful i didn't get farther into this b4 realizing what a poor source of information KSP wiki is for learning the correct

methods. A noob is going to go to KSP wiki long b4 they ever find my Thread, if they ever do. So as far as me spreading outdated information

Thats on KSP for not updating the Wiki info.

PS I re-posted those to my blog,yes sir. I had a reason to do that and you just gave me my answer. The first posts in my blog were when I found the Blog button.

PSS I am finished replying to this Thread, as it no longer serves any purpose, and I am not going waist my time arguing with you or anyone else from now on.

PSSS So, either you and i can work this out between us in PM's... Or let it go and move on. Or we can talk with Navy4422 and see if he can help us get this worked out.

I don't wish to escalate this and would rather just let it go, if you don't wish to talk with me like an adult.

regardless of what you decide, I am not going to waist anymore of my time trying to explain what i am doing to you. I just want to have fun and learn.

If you wish to reply to this msg, please PM me.

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