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3 Dimensional Chat / Skeleton necessary for animation?

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Yskonyn
17
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Joined: 19th Dec 2002
Location: Netherlands
Posted: 22nd Dec 2002 21:21
Hi all!

I am new to 3d modelling and I'd like to know if a skeleton is needed to be able to animate characters properly?
Cause if I am right, you cannot make a skeleton in Milkshape?

Thanks
Yskonyn
17
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Joined: 19th Dec 2002
Location: Netherlands
Posted: 24th Dec 2002 16:54
Uh guys, plz?

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
actarus
17
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Joined: 29th Aug 2002
Location: 32 Light Years away
Posted: 24th Dec 2002 17:37
Skeleton necessary for animation?

NO,but you better use them...Try loading some that comes with MS or make them from joints,personally,I rather like 3dc.

Just remember that you're standing on a planet that's evolving
And revolving at nine hundred miles an hour!
QuothTheRaven
17
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Joined: 2nd Oct 2002
Location: United States
Posted: 24th Dec 2002 18:05
its not a "skeleton" it's a bone structure. And its helpful for animation, but not neccessary.
Yskonyn
17
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Joined: 19th Dec 2002
Location: Netherlands
Posted: 24th Dec 2002 18:38
The ones that come with MS are the UT, Valve and MaxPayne versions. None are usefull for my character(s).
You mentioned something about making your own bone structure from joints? How should I do this in MS?
Is there a site where you can download bone models?

Many thanks!

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
Shadow Robert
17
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 24th Dec 2002 23:07
in milkshape there is a button called Joint...
it doesn't give your model a dodgy ciggy, but means a bone joint.

Now you'd oftenly work from the centre of the model your going to work on and create the skeleton on a rough inline of the creature ... you'd do this depending on how you want the bones to move, to focus on the selected areas and overall peice together.

Try to thing of each Joint as an Axis point where all the Vertex you assign to it will rotate around.
Each joint works in relation to another, so say you have 3 joints ... 1 would move and rotate 1,2 & 3 around 1's cetre point.
2 would move and rotate 2 & 3 around 2's centre point and 3 is all on its lonesome.

Now joint 1 will ALWAYS move all the other joins unless you make seperate skeletons for each section, but thats only really for more advanced animators.

To link Vertex to bones then select the vertex you want, goto the Joint Tab and highlight the joint which oftenly highlights onscreen as blue i think or is it yellow ... i have a different setup to others so hard to remember.
But it should go a funny colour and then you click assign.

you can't move the bone and see them change unless your in animation mode, and then you can only move and select joints

Anata aru kowagaru no watashi!
Yskonyn
17
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Joined: 19th Dec 2002
Location: Netherlands
Posted: 25th Dec 2002 16:00
....ah.....ok..... ?
The bottom line here is that it CAN be done in Milkshape... I guess I'll have to fiddle around then, hehe

How about a little tutorial here Raven? I heard you're the tuts man!

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."
Kensupen
17
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Joined: 19th Sep 2002
Location: United States
Posted: 26th Dec 2002 00:40
I have a basic tutorial for how to make "boned" animations in MS3D.

HTTP://dakoren.home.attbi.com

Hope it helps.

-Kensupen
Yskonyn
17
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Joined: 19th Dec 2002
Location: Netherlands
Posted: 26th Dec 2002 15:56
Thanks will try it out!

Yskonyn -
"It's better to wish down here you were up, then to wish up there you were down."
"The ONLY time you have too much fuel on board is when you are on fire."

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