Robbie wrote:Just one quick question though - I always thought that a model's dead spot was right in the centre... how do you determine where it will be? I noticed that yours were all in the back right corner - did this just happen or was there something you did in particular?
You set the dead spot by how you set the model's location in its coordinate system. Associated with each model is an (x,y,z) coordinate system, and Wonderland always takes the origin (0,0,0) in the model's coordinate system as the dead spot. So you set the dead spot by moving the model. For example for the cages, since I want the dead spot to be at the upper left corner, I move my cage during model creation so that the cage's upper left corner is at the origin.
So it's arbitrary where the dead spot is, you can even set it to a point that's not within the object itself. For example, with the treasure chest, I set the dead spot to be behind the chest itself.
Robbie wrote:PS Do you use 3D Canvas for your model creation?
No, I've currently been using a combination of Milkshape and AC3D, with more of the latter nowadays because it seems to handle texture mapping better than Milkshape. I think Popo had tried using 3D Canvas, but I remember her saying that it doesn't export to 3DS, the format that Wonderland requires to use the models. But I could be mistaken.
It's probably a good idea to find a couple of different programs, because no program is perfect and some will do certain things better than others.
By the way, "model creation" is a bit of a stretch, since so far with the exception of the chest, all my models have been downloaded from the Internet at various places. All I did is to resize, reorient, and position it properly, and possibly add coloring and texturing to the surfaces. Even doing that stuff is enough work that I probably won't be contemplating making anything from scratch for now, especially since I'm not that artistic to begin with.
