Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Milkshape?

Author
Message
Blazer
21
Years of Service
User Offline
Joined: 22nd Oct 2002
Location: United States
Posted: 1st Feb 2003 07:30
I loaded a guy into milkshape and gave him an animation, I exported it as a Direct 8.0 file. When I loaded it into DB I couldn't see him. I'm Guessing he is ofset from the editior, so how do I place him on zero? plese help.
indi
21
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 1st Feb 2003 08:37
at export u might see some location options.

Each limb should have a seperate identified location in a group with a unique name if its a keyframed jointed model.

Theres a switch in Milkshape (operate on selected joints only) I forget what way its supposed to be if this helps with the problem.

arras posted a good readme on milkshape, its around on the boards but maybe hard to find.

let me dig it up








----------------------------------------------------------




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

3dmoddeler
21
Years of Service
User Offline
Joined: 1st Feb 2003
Location:
Posted: 1st Feb 2003 14:42
i used milkshape too only for 30 days =p
now i use blender a very nice home country made program.
I recomment it to you
Blazer
21
Years of Service
User Offline
Joined: 22nd Oct 2002
Location: United States
Posted: 1st Feb 2003 16:40
Thx, I got him to animated and I see him, but now his limbs are flying out of whack and stuff. He did this in 3d Canvis too, when I put bones on him he stopped.

So if I set it to export skin and bones he ofsets from 0 though and I can't find him in game.

This is a losing battle! plese help
indi
21
Years of Service
User Offline
Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 2nd Feb 2003 06:30
u should read the article above for milkshape as it helps with this problem.

I think its to do with the operate on selected joints onlyswitch

John H
Retired Moderator
21
Years of Service
User Offline
Joined: 14th Oct 2002
Location: Burlington, VT
Posted: 2nd Feb 2003 20:22
Make sure when you export in .x form, the animation button is not depressed in milkshape, or else you will get errors.

RPGamer

Current - RPG: Eternal Destiny : Help Wanted!
http://www.halbrosproductions.netfirms.com
Dont ask those questions! Read the help files lazy!
TogaMario
21
Years of Service
User Offline
Joined: 30th Jan 2003
Location:
Posted: 29th Apr 2003 07:47
I got this same problem (where I can't see the .X model or animations using the second exporter) The first exporter works, but it deforms the mesh in certain parts when I'm moving my models arms and head in a rotation. I did everything mentioned above, and still nothing.

P.S. This is what the alphabet would look like if Q and R were eliminated.
iac249
21
Years of Service
User Offline
Joined: 26th Mar 2003
Location: USA
Posted: 4th May 2003 10:27
I had the same problem. You need to set the scale info before you export the model. This should solve the problem. At least it solved it for me.

Tools -> Scale all...

Login to post a reply

Server time is: 2024-05-06 15:02:52
Your offset time is: 2024-05-06 15:02:52