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MS3D 1.8 Assistance - Mount Points

by Robert Seeman · in Artist Corner · 03/25/2007 (4:51 pm) · 1 replies

I'm working on a model that was created in Milkshape. It has a fully animated skeleton. I am trying to add in mountpoints (mount0, mount1, etc) and my understanding is that you have to add them as joints.

The problem I am having is that even when I add an unlinked joint (i.e. I have nothing selected), I can see the other joints in the skeleton rotate and then the animation is all thrown off. How do I add a joint without Milkshape automatically rotating all of the joints? There is no link created from the joint I add and the rest of the skeleton so I'm at a loss as to why Milkshape adjusts the other joints. It's a very frustrating feature to say the least.

Thanks for any help you can provide.

-Robert

#1
03/26/2007 (7:33 am)
The native Ms3d UI and Joint scheme does not allow easy addition/subtraction of the Joints. The transforms will reset themselves with each new Joint or if they're moved; it's the worst limitation of Milkshape3d, IMHO.

There are ways around this limitation: Here is a method I've found that works. It is not for the weak of heart. It involves a fair amount of hackery......


Or, you could evaluate fragMOTION as a demo/purchase. It's a very advanced lowCost[same as Ms3d!] animation/modelling package. With fragMO, you can Merge into the Scene, bones and animations! It[program] will append the Scene's existing skeleton with new Bones/Joints and it will NOT bork the animations within the Scene already generated. fragMOTION does what Milkshape3D can't do; it has a scripting language and customizable UI....

Good luck!

I used to take files and set them right for folks all the time; but at the moment I'm involved with a Project in Beta status and it consumes pretty much all my devTime...

Remember: build the skeleton FIRST, BEFORE any animating is done, unless your package can handle the edits.