Blender3D Open Source

Miscellaneous Forums/Content Creation Tools/Blender3D Open Source

The automatic weighting is magnet in LW, Metasequoia, Wings, etc. The smoothing(average) is also in a similar way in Wings and Metasequoia.(and max, and..well..)


BTW, Wings3d and Blender are not excluding each other. I use em both comfortably in workflows.

Bout making space ships, this was all modeled with Wings, smoothing hard edges with wings too, uv mapped with Ultimate Unwrap, textured with Deep Paint3d, and happily, smoothing info perfectly respected by the obj exorter in Wings, as allways, and respected also by Milkshape. As the final format asked was Milkshape, not OBJ. (dunno why) :

http://xs.to/xs.php?f=ship27.jpg&h=xs46&d=05372
http://xs.to/xs.php?f=ship25.jpg&h=xs46&d=05372
http://xs.to/xs.php?f=ship20.jpg&h=xs46&d=05372


And if it had been a human character, animated, workflow would have been the same, just the end tool would have been Blender, or Ultimate Unwrap, for conversion and fixing of the blender x anim.

BTW, is true, Blender is rather mor ecomplete. But I prefer to have specialized tools for certain matters where I think they excell...and build my workflow (I have many workflows indeed) Ie: u3d for mapping, wings modelling, giles lightmaps, blender character animation, etc.

I can't even count all what I have done in wings...full games... loads, loads of stuff...man.

BTW, my main interest of allways in blender is the only tool with a decent bone and weights system for free...just check 2.40 alpha 2...the automatic IK is getting blender there, imho...or maybe not, gotta waste some hours with it yet...