Alright, glad to see that you're making real progress. Im always available to help anyone who is willing to learn
Quote: "1) How do I animate a model? I see the animation mode in Milkshape and Fragmotion, but I don't see how you create animations."
The most common way to animate a model is to rig it to a skeleton. Take a door for example... it will have one bone which the mesh is rigged to, and the animation is done by moving that one bone at different points. IDK if that made sense.
Here... Milkshape uses a thing called Keyframe Animation. This means that all you as the user must do is move the bones to certain keyframe positions (key positions), and the program will fill in the gap. For example; If you wanted to animate that door, you would make one bone (by using the "joint" tool) and assign the whole mesh to that joint (in the "Joints" tab)... then you would click on the "Animate" button, select the joint you want to manipulate, move the slider to a keyframe, manipulate the joint, and then click "Set Keyframe" in the Animate panel (on the top bar). Im not sure if Im exactly right in all this, because I use 3DS Max for animated stuff, and the process is quite a bit different there
anyways, here is a great tutorial that you might find helpful:
http://www.planetfortress.com/tf2models/tuto/ms3d_sc/tuto_ms3d_sc6a.htm
Quote: "2) Where is the UV Mapper in Milkshape?
- a) How do I save it as an image?
3) Should I use a 3rd Party program instead (such as Lithunwrap)"
Press
Ctrl+T to bring up the Texture Co-ordinate editor. I have never used it, but I know that some people swear by it
I have always used UVMapper free for non-organic objects and Lithunwrap for organics... So I have no idea how to save it as an image if you are talking about the unwrapper that comes with Milkshape. You should know Psionic... do you? ell he has a bunch of
great Milkshape tutorials... here, take a look:
http://www.psionic3d.co.uk/?page_id=171
I use UVMapper free in my tutorial, so maybe you would like to DL and try that out?? Im available if you need any help, and my tutorial should be released tonight or tom. at the latest.
Quote: "
I've played around with GIMP (as a part of the tutorial I found) and I cannot figure out how to edit colors on a lower layer. What should I save my images as? And speaking of which, where do I find a .DDS plugin for a x64 bit Windows?"
Can you expand on what you mean by "cant edit colors on a lower layer" Im not quite getting what the issue is
I save my textures as .TGA, but thats just personal preference. Ive seen textures in BMP, PNG, JPG, etc... FPSC converts them all to .DDS anyways
And there is no special .DDS plugin for GIMP on x64 bit machines. I used the DDS plugin just fine on my 64-bit PC
Quote: "I would like to make segemtns that have gaping holes in them big enough for the player to walk through, like the ones in this ingame video from Virus 2: The Breakout: http://www.youtube.com/watch?v=oyvmnA-8CRE"
Those werent meshes, they were created using an amazing, FREE program called HoleZ by Xplosys. Just do a forum search and it will come up
Quote: "Two, what do I export them as?"
Same answer as above, but just wanted to clarify that you export ALL models as
.X
Quote: "And three, how do I scale my models properly for exporting?"
Thats a bit tough in Milkshape. You will need to import a Scaler... As in, something to use as a reference. I usually end up importing one of the stock chaaracter meshes and then scaling my props accordingly. Most of the time Im one power of 10 off, so I edit the scale in the FPE (From 100, to 1000), though the best way to do it is in Milkshape itself
Cheers,
Anayar
For KeithC