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Trainz - Content Creation - #31 - Part 1 - Bogey Creation
In this tutorial we cover how to animate your bogey using a parent child structure for dummies and meshes (part 2 covers “skin” modifiers for animation). We then continue to create the Trainz asset and import this asset into TrainzContent.
Video is HERE
Trainz - Content Creation - #31 - Part 2 - Bogey Creation
In this tutorial we cover how to animate your bogey using a parent child structure for just the dummy objects then applying a skin modifier to the mesh (part 1 covers animation through a parent child structure of dummies and meshes). We suggest watching part 1 first to get more of an overview on this tutorial before watching it.
Video is HERE
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Hi,
Back on 24 Aug 2016 you produced a Tutorial video #17 about "Merging 2 Routes".
On both of the 'T' and 'E' test routes, they were both blank and didn't have any assets or track placed. Each had a 'Route-layer' and although it had a 'red' warning, one route layer was deleted and ultimately they were merged into one route.
However if both routes were already independently established complete with assets and track and you wanted to merge them together,... isn't it necessary to rename one of the route layers to a different name otherwise there will be a loss of assets? Then once the routes are merged, is it safe to merge the various named 'route-layers' ? OR,... Will there still be a loss of assets?
I would like to know the correct procedure to avoid losing work that has been done on both routes, before any merging takes place.
I think others would appreciate some basic guidelines on this procedure.
Cheers,
Roy
What program did you use? Gmax, Blender, or 3D Max?
Yes, it‘s Max. I used to do animations like that 10 years ago but thank god I don’t have to in Blender. Doesn’t Max have bone animation? The method shown relies on eyeballing the position of a helper point and creating 30 keyframes - that’s a lot of work and you have to do both sides.He mentioned 3D Max a few times in the video.
Yes, it‘s Max. I used to do animations like that 10 years ago but thank god I don’t have to in Blender. Doesn’t Max have bone animation? The method shown relies on eyeballing the position of a helper point and creating 30 keyframes - that’s a lot of work and you have to do both sides.
Paul