Milkshape - Animation Issues - Using DSQ?
by Gleznov · in Artist Corner · 09/22/2005 (5:08 am) · 6 replies
Hi,
I've been trying for awhile to get the melee resource to work for me, but I still have problems with the animations only working properly sometimes. I can't find any reason in the code, so I'm thinking maybe instead of a milkshape model with all animations on it, I should use the DTS Plus to send each individual animation to a DSQ file. People using DSQ seem not to have any trouble with the resource.
So my question is really, how do I do that? I'm not sure how to export to DSQ properly. Do I have to take my model and cut out all but one animation, do an export to DSQ, then reload the original, cut it down to only the next animation, repeat, etc? Or is there a way I can have DSQ files made from all of the previously defined animations at once, and then they're stripped out of the model (or I just unclick "export animation")? What's the correct way to do this?
Glez
I've been trying for awhile to get the melee resource to work for me, but I still have problems with the animations only working properly sometimes. I can't find any reason in the code, so I'm thinking maybe instead of a milkshape model with all animations on it, I should use the DTS Plus to send each individual animation to a DSQ file. People using DSQ seem not to have any trouble with the resource.
So my question is really, how do I do that? I'm not sure how to export to DSQ properly. Do I have to take my model and cut out all but one animation, do an export to DSQ, then reload the original, cut it down to only the next animation, repeat, etc? Or is there a way I can have DSQ files made from all of the previously defined animations at once, and then they're stripped out of the model (or I just unclick "export animation")? What's the correct way to do this?
Glez
#2
Glez
09/22/2005 (6:43 am)
Right, so if I hit that Export DSQ button, it then makes a DSQ file for each animation? Then I should just Export DTS with "Export Animations" unchecked, right? To make sure I don't have DTS animations conflicting with DSQ ones?Glez
#3
Glez
09/22/2005 (6:45 am)
I'm only getting one DSQ file doing that - in the DSQ examples I see, there's a DSQ file per each animation.Glez
#4
09/26/2005 (4:33 am)
The ms2dtsplus exporter currently exports all animations to a single DSQ file. You can export them one by one, but that would mean removing the other sequences from the sequence list before exporting.
#5
Glez
09/26/2005 (5:51 am)
In the original FPS demo, all the animations are separate DSQ files - so I don't have any examples of how to use just one. I remember a secondary player file that referenced each DSQ for each animation - would there be a way of referencing a certain animation name inside one DSQ file? I suppose it doesn't matter, I don't mind removing all but one animation sequence in the list at a time, it was when I thought I might have to remove every animation in the model except one at a time that I was hesitant.Glez
#6
09/26/2005 (12:27 pm)
The DSQ feature works very well, and utilize a .CFG file to further fine tune each sequence as to Node in/exclusion within the file. I also keep many sequences within the Timeline[as well as multiple files] and just use the great dialog to edit the keyframes, etc... Merging the shapes with the engine is a great way to get the most out of your animations. The NLA of tge is really cool. Hesitate no longer, :). Finally figuring out Blends makes it a very useful system.
Torque Owner Chris Labombard
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