Milkshape "look" animation trouble.
by Bruce Wallace · in Artist Corner · 04/04/2003 (9:42 am) · 6 replies
Hello,
I've been trying to get a player model with animations working correctly from milkshape. The problem I am having is, every time I try to add a "look" or "head" sequence my current working run/jump/root etc seem to get stuck at wierd points during playback in game. If I move the player forward and reverse a few times they become unstuck and start working again. Also if I remove the look and head sequences and export again, they will return to working correctly in game.
I am trying to duplicate the animations in the example player model for look and head, and have run into a wall.
Really an Odd problem and would like any Ideas on what could be causing it.
thanks,
Bruce
I've been trying to get a player model with animations working correctly from milkshape. The problem I am having is, every time I try to add a "look" or "head" sequence my current working run/jump/root etc seem to get stuck at wierd points during playback in game. If I move the player forward and reverse a few times they become unstuck and start working again. Also if I remove the look and head sequences and export again, they will return to working correctly in game.
I am trying to duplicate the animations in the example player model for look and head, and have run into a wall.
Really an Odd problem and would like any Ideas on what could be causing it.
thanks,
Bruce
About the author
#2
That would explain it. I think it's time for me to give up on the milkshape exporter. I was just looking into adding the triggers to the exporter. Would have to figure out how to add Blend animations too. I think my time would be be better used on investigating a blender exporter option or adapting my project to use vehicles instead of players heh.
Bruce
04/04/2003 (10:23 am)
Thanks David,That would explain it. I think it's time for me to give up on the milkshape exporter. I was just looking into adding the triggers to the exporter. Would have to figure out how to add Blend animations too. I think my time would be be better used on investigating a blender exporter option or adapting my project to use vehicles instead of players heh.
Bruce
#3
04/04/2003 (2:30 pm)
I've run up against the same problem today...just now,in fact...added those sequences(look, head, etc...), and the beauty I had before started doing very weirdly. This post seemed to answer my question...and throws me back into the, "A better exporter, please..." or why promote a content builder that isn't really supported...? It would seem that Max is really the only content building tool supported...bummer.
#4
02/09/2004 (9:15 am)
...not for nice smoothe animations. The exporter will not generate the necessary .DSQ filetypes. You will have to embed the sequences inside the shape before export, and those sequence types listed won't work.:( I think to get those types of blends would entail producing the sequence from the root position, and the Ms3d Timeline/Keyframe total won't really allow for large number of sequences. GameSpace sounds like the Best alternative, but I've not seen an 'official' exporter yet, and no timetable. I'm speculating that there might be some drawbacks there too, first off(merely SPECULATING...); will GameSpace support creation of LOD's. Next; would be .DSQ filetypes. If any exporter won't do this, the alternatives to good animation is very slim.
#5
02/10/2004 (10:02 am)
I have not tried a vehicle from Milkshape3d yet, although, I've done one from Max based on the demo -racing buggy.dts and it worked very well, it wasn't shaped like the buggy, but handled as if it were. Our player is able to mount the beast and 'drive' it around. I'm now in the process of taking a Ms3d file and trying to turn it into a vehicle with a weapon mounted. It's only one axle, so I'm not sure if it will create problems or not with current code for vehicle class. The weapon is nicely animated and a multi-firing piece of artilery.:) Hope it goes well. This would make a nice static weapon, but I'm not sure how to set that up script wise...?
#6
02/10/2004 (4:25 pm)
LOD's are indeed possible, but I believe it's the way Ms3d's animation Timeline is set up. There is no FrameZero to reference from, I believe, and until Ms3d has that support, DSQ's will be unattainable, I'm afraid. But the TorkDiggers I think have produce another exporter that supports LOD's; something I'm looking at right now:)
Associate David Wyand
Gnometech Inc.
Unfortunately, the MilkShape exporter does not support Blend animations, AFAIK. Those are animations that can play on top of currently playing animations.
This would rule out the 'head', 'look', and 'recoil' animations.
- LightWave Dave