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DarkBASIC Discussion / Animated Milkshape model to Darkbasic... doesnt work

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Sjakie
21
Years of Service
User Offline
Joined: 17th Dec 2003
Location: Netherlands - Delft
Posted: 18th Apr 2004 17:11
Hey peepz...

I made a animated model (with joints) in Milkshape... but when i use the .X export, my model acts weird (its leg is twisted in its chest ) and its foot is shaking al little bit, but thats it! The 3ds export gives me an error in db: "MODEL CANNOT ANIMATE"

Now i tried lithunwrap... opened my model, exported it to .x... nope, "MODEL CANNOT ANIMATE", then i tried .3ds... "MODEL CANNOT ANIMATE"

HELL WHAT AM I DOING WRONG????

Juzt a dude who likez progging - Me loves RTS games
Rob B
21
Years of Service
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Joined: 13th Jan 2004
Location: Paola
Posted: 19th Apr 2004 01:07
Hello Sjakie,

I had trouble with this one myself so i know how frustrating this is.My demo of Milkshape has long since expired but if memory serves me correctly try
export Direct x (jt).
uncheck all the upper boxes.
set position scaling to 1.
set animation time factor to 1.
set format to Direct x retained mode.
check binary and check templates.
set animation range 1 to 30. (or however many)
everything else should be set to zero or unchecked.
textures need to be in the same folder as your model.
Hope this information helps
Your friend,
ASE
Sjakie
21
Years of Service
User Offline
Joined: 17th Dec 2003
Location: Netherlands - Delft
Posted: 19th Apr 2004 10:59
Hmm.... the animation works thats fine... but it still looks pretty f***ed up One of the legs is still twisted in the head and the other one moves a bit. Is there something i'm doing wrong (BTW its my first milkshape model maybe thats the point) ...?

And thanx ASE for your help... its pretty useful ya know

Juzt a dude who likez progging - Me loves RTS games
dark coder
22
Years of Service
User Offline
Joined: 6th Oct 2002
Location: Japan
Posted: 19th Apr 2004 11:08
make sure your not in animation mode whilst exporting i also set it to direct x retained mode with both bozex tickes , and i tick exclude option in the upper right thats the configuration that allways work for me

Rob B
21
Years of Service
User Offline
Joined: 13th Jan 2004
Location: Paola
Posted: 19th Apr 2004 11:49
You may want to have a backup of your model that does not have
joints or animation.I found that if i tried to edit the joints
after saving them i would have your problem.This process seemed
to be VERY sensitive to mistakes.I found myself starting over
with the joints and animations several times.At the very least
it would screw up my vertice normals when ever i edited my
animated model.Like when i would try to add additional animations
later for example.

ASE
Sjakie
21
Years of Service
User Offline
Joined: 17th Dec 2003
Location: Netherlands - Delft
Posted: 19th Apr 2004 17:47
This is gettin wierd

Juzt a dude who likez progging - Me loves RTS games
BadMonkey91
21
Years of Service
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Joined: 13th Jan 2004
Location:
Posted: 20th Apr 2004 18:52
I had problems with Ms3d. I'd try exporting it in 3ds. then converting it with the DBconv program. It may not work, but I'd try it.

Mine would export the texture, but not the animation. And then DB wouldnt import the textures! wtf! You could see it on the viewer, but then it would never work in db ~

indi
22
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 21st Apr 2004 15:48
limbs work normally with limbs and export x files


fall down seven times, stand up eight

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