man, i haven't watched this thread, my fault...Pinback, if you ever like to port a model to pioneer, ask me.i know i can't and won't do that for all, but i guess it's the best step by step method i can imagine.you send me a model, i.e. a very simple part of the model perhaps only the main part. it doesn't have to be "YOUR SPECIAL PIONEER MODEL"it can be anything else.cut the model to parts of which you think that they should have different materials like glossy or matte parts, windows or glowing parts/sections.clamp a textfile on it with your ideas and suggestions for the look and size of the model, as well which part reflects to be what.in a first step i wil bind the model to pioneer "naked", means no textures, no animations, no extras.then i send you back the script including some explanations to it.you can check it out and send as next a Undercarriage i.e.likewise before i will bind it in the script and return it to you, to examine it.finally we could apply some textures, even some rather simple one(s) (can be one sheet or many small fragments, it doesn't matter much).this will be the "heavy" part for you (creating textures) and the "easy part" for me (applying them).[/hr]i'm still astonished about your work and that you felt once (quite a while since) you won't have the skill for FFED3D, imo you got it.and for Pioneer i never wanted limitationsneither for the models character, i'm pleased with all of them, beginners and crafty experienced 3D workers output.imo, there shouldn't be a limitation to modelling skill for Pioneer.of course not all will find the way in the compiled game, but we still can exchange them here in the forum.means i would like to fly a "board" if it's user created[/hr]i will check the cobra in FFED3D as soon as my PC is running again (lack of funds now).even here, i know animations are the weakest point and i guess i can help you out there.if interested, i have (or could rewrite) a altered export script for .X in Blender.it prevents from "reserved" characters Blender can write to a .x model and let's the animation start at frame/key "0" instead of blenders default "1".this is relevant foremost if you like to have someting like a second animation for a scanner i.e. so it won't stop at the last frame before it's performing key "0" again (.x or FFED3D especially starts at key "0", if there is no key "0" specified it will stop for a little moment before performing key "1".further calculate the last key as fractal of the summary of keys/frames, means a 360° rotation (scanner) and e.g. 30 frames results in 12° per frame.the last frame will be 12° before 0°.you only need then 3 frames to write (since ffe controls the animation) 0 at 0° to start,1 a little more as 180° (needed to be above 180°, because else the program will shortcut to 0° backwards)2 i.e. 348°this will result in a fluid rotation(i hope i telled it right, it always needs experience)similar for the UC animation, make sure all objects axes are aligned to "world" (same as the alignment of your program).this is important to prevent from "flipping" parts (i guess you have seen such).you can reach this else by never mirroring a object, only mirror meshes in edit mode .because a mirored object has mirrored axes, if you mirror the mesh in edit mode and turn back to object mode, the axes have still the same alignment.(take care of flipped polys resp. flipped normals, work always with one sided material for ALL games models, because even if a game uses two-sided material it has then often different characteristics, not certainly wrong lit, that's a issue of a one sided material gets rendered two sided, i.e. FFED3D. certain games use it to define a glossy and a structured material)due to the way how a .X mesh is build up and animated with Matrix4x4 "Frames" around each "sub"-mesh, it get's mixed upwhen a part has a different alignment. thus because the Matrix performs a orientation on each part of the mesh (means i.epos x,y,z rot x1,y0,z0, rot x0,y1,z0, rot x0,y0,z1, scale"x",scale"y",scale"z" this sets the orientation of the mesh/part, all parts are oriented to the top level frames center.later on in the animation sequence the same "Matrix" gets altered by the key values.here is the "trap", a "sub"-mesh wheel_l and wheel_r can have mirrored axes when modeled. Blender, MAX and so on willreckognize that and use correctional data to perform the animation (if you check transform properties you can see that all movements and rotationsof the object gets stored and can be reverted. btw, mesh transformations in edit mode don't get stored)..X has no such extra data stored.the same top level "Matrix" or name it "Orientation" is performed on all parts, means the i.e. mirrored wheel is now reverted to it's origin.but the animation key or matrix "knows" how to move the part and tends to move (rotate) it back,the result is a flipping part.(experience, it can be reverted with a hand editing of the file, when you edit the matrix of the sub-frame for the part, or add a second sub-frame which corrects the wrong orientation. give praises to Pioneer and it's scripted animations, else i wouldn't know that).and you can't get rid of that, not even with 2billion frames/sec!while you would only need 3 frames/"whole way" if everythings ok.safest way is NEVER mirror a object you like to animate for a .X mesh[/hr]test run for a tutorial

[/hr]a bonus for Pioneer

it doesn't matter how parts are oriented for a script.each .obj file will have "pioneer world alignment", no matter how the axes are aligned when you build the model.this could lead in certain cases to flipped normals, even when the part appeared proper in Blender.but no problem, either you flip the normals in the CAD or you call a "set_insideout" for the part in the script,i prefere to flip it in the CAD, so there is one useless command left out (even if you can say, that won't matter).i will attempt to explain a animation here (i hope that works out)i guess we should look at our body, the elbow with the armpit is a good part

to compare to a UC animation.now, usually you would place the "bones" (because the stiff UC parts are like bones) rotational axis (pivot) in the manner of;the upper bones one placed at armpit,the lower bones one placed at elbow, (look at your arm

)of course the wheels axis is centered.ok, variation ONE with only one bone and it's pivot on the rotational point.a easy thing and works like you imagine it naturally, the pivot of the bone is set to the armpit, while wheel and boneare joined together previously so the wheel will move lwith the bones rotation (you can rotate the whel backwards so it will stand still in it's position, looks realistic). that's really easy and for most cases enough (compare Lanner, Adder and many more of my models)if you like to have something like your whole arm, with two bones it get's a little complicated.you will have to guess backwards...how this?i have to continue tomorrow it's half past six AM now.