Saturday, 19 February 2011
Friday, 18 February 2011
Tuesday, 15 February 2011
Well, the time has finally arrived!
A few lucky users will have already received an email with the download instructions for the Moviestorm Skeleton files.
Over the next couple of days, we'll be updating the list of video tutorials so that our pioneer modders will have all the information needed to export characters, props, animations, accessories, etc. from their chosen 3D package into Moviestorm.
As you can imagine, this is quite a scary time for us. We're hoping that this will lead to a wider modding community, of users who are able to generate their own quality content within Moviestorm, but it does kind of feel that we've opened Pandora's Box! Time will tell... Hopefully with our users' help, we will soon be able to define export processes from all the major 3D tools for content that is then useable in Moviestorm.
For those of you that applied for the skeletons, but haven't yet received an invitation, don't worry. We will arrange a second batch as soon as we can, and we won't ignore anyone.
There is also a dedicated forum to this project in the Modding Section of our message boards, and you can bet we'll be popping in from time to time to see what's happening!
Friday, 11 February 2011
Just a quick note to update you keen modders on the release of the Moviestorm skeletons...
For the people that have registered their interest in joining the Beta program for the skeletons (for want of a better phrase), we sent out a short email explaining why the release has been slightly delayed. Basically, we've recorded a few tutorials using Camtasia screen grab software that show how we use the data here at Moviestorm, to try and give you guys as much of a head start as possible. We're now at the stage where all this stuff has been recorded (with nice voice-overs, explaining the processes), but the file sizes for the videos are huge (many gigabytes)! So, a little re-packing is required, then we'll get the pack put together and ready to go out, in a more manageable bundle.
For our first group of users, we already have more than enough requests. But don't let that stop you, just drop us an email at firstname.lastname@example.org if you are interested in getting hold of the skeletons, and we'll keep your contact details on record for the next round of releases, which will hopefully become more and more user-friendly as the pioneers point out the flaws in the export processes.
Wednesday, 9 February 2011
Monday, 7 February 2011
Friday, 4 February 2011
Tuesday, 1 February 2011
- You'll need a copy of 3DS Max 2008 (or above) with a cal3D exporter. Earlier versions of Max will not open the files.
- You've had some experience with animating, skinning and creating meshes.
- Don't share the actual data with anyone until we give you the go-ahead. You can release mods you make with it, though - making sure other people can use them is a critical part of the testing!
- Talk to each other and try to sort out as much as you can before asking the dev team for help. We'll create a dedicated forum where you can discuss the skeletons, and we'll look in from time to time and give advice where it's most needed.
- Be prepared to assist other modders when we make the data public: either help out in the forums or make some tutorials.