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3 Dimensional Chat / Milkshape to .x

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Come help me!!
21
Years of Service
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Joined: 25th Oct 2003
Location:
Posted: 28th Nov 2003 21:17
i don't know what is happening?
when i animate with bone in milkshape and export to .x.....
the parts that gets expanded due to the bones r not visible in the DB browser and in the program....
Why? How to rectify this?
The .3ds file gives the colour of the character...
but when i take the .x to DBv1 it is in gray.
Why? How to get the colour?

jitz
shadow fork
21
Years of Service
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Joined: 15th Dec 2003
Location:
Posted: 17th Dec 2003 10:58
I have exactly the same problem. Have you figured this out yet? I hope somebody can explain why models being exported to .X, in DB it shows only gray texture. I'm too lazy to make a UV Map. LOL.
indi
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 17th Dec 2003 11:21
here is some information presented by arras ages ago, its probably more related to DBC now adays.







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Trying to export my model I animated in Milkshape to .x format I run in to the couple of problems. Model was disturbeb, limbs were rotated in unusual positions, some were even missing.

Afther one night I spent trying diferent exporters, changing export options and searching this forum, I managed to export my animation properly.

Here is the way hove to get animation made in Milkshape run in Dark Basic:

Firsth you have to make your model animate. Its not objective of this post to describe hove to do it. If you need some help, try tutorials at Milkshape web page. Some useful are:
http://www.machinima.com/articles/modeling_intro_index/
http://www.gen3d.de/MS3DTutorial/
http://art.counter-strike.net/milkshape-01-01.shtml
http://www.planetfortress.com/tf2models/tuto.htm

Problem of these tutorials is that they are made for Half life models with mesh deformation. Unles you want to use memblocs (which I was not trying) this models are useles in DB. DB is not working with mesh deformations. What you need to do is model made of several limbs (torso, legs, hands...). Limbs are created in Milkshape like GROUPS of faces.
Next you create skeleton made of JOINTS and assign individual groups to joints (change selection metod to group (Model >>> Selection >>> Group). Then go to Joints, in the tab select joint you want, then select group you want in one of the views and press Assign buton)

When done, go to Animate>>> and !!! TURN OFF Operate On Selected Joints Only !!! (very important). Then you can made animation as usual. Diference between mesh deformation animation and your animation will be that you animate your model by mooving or rotating its limbs not only faces. And thats hove animated objects work in DB.

When done go out from animation mode (lower right button) and export your model using DirectX JT exporter. You can find this exporter like msXExporter.zip (DirectX 8.0 Exporter by John Thompson) at downloads of Milkshape web site: http://www.swissquake.ch/chumbalum-soft/ms3d/download.html
Select: File >>> Export >>> DirextX (JT)...
Tipe name and in the tab which will apear choose DirectX Retained Mode for Format. Animation Time Factor set to about 1 (depend hove slow or quick you want your animation play). Choose Binary for smaller file. Rest you can let unchecked or you can try to play with options like you want. Press Help button for info about options in tab.
When ready, press OK and enjoy your animation in DB.

Hope this will save you some time

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