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Anonymous at Thu, 5 Aug 2021 05:52:34 UTC No. 842691
How are 3d models translated to videogames or movies?
The file is transferred and then animated? do you need to add physics plugins or what?
Anonymous at Thu, 5 Aug 2021 06:33:58 UTC No. 842704
how about at least attempting to learn 3d before asking questions. retard.
>>838118
Anonymous at Thu, 5 Aug 2021 20:55:11 UTC No. 842805
>>842704
It's not like this board gets many threads anyways, trog
Anonymous at Fri, 6 Aug 2021 05:01:08 UTC No. 842850
>>842691
Just go look at import tutorials for <insert 3D game engine here>
Anonymous at Fri, 6 Aug 2021 13:20:19 UTC No. 842922
>>842691
can only comment on the gamedev area, since I'm a 3D game guy.
You create a complete character animation on blender or maya or wathever, finished with the rig and all that shit.
You then import in the game engine and add there your collision boxes with some rigidbody or kinematic or static collider something.
The physics will be then calculated based on your code and how it interacts with the physics simulation.
As for clothes and other shit, you usually let it simulate using some baked animation or in case or something simple like a cape, you have a pin point that the cape follows and it then simulates with the colliders of the rest of the body.
Then, there's also shit like ragdolls.
But there's a reason why most games have basic animations compared to films.
Anonymous at Fri, 6 Aug 2021 21:52:43 UTC No. 842978
>>842691
In simple terms your engine should have some kind of asset import pipeline, for example unreal can import 3d models saved to fbx