Game Development Community

Joint count in Milkshape3d

by Joshua Parker · in Artist Corner · 02/11/2008 (1:51 pm) · 2 replies

I know I might be asking this in the wrong place, but this problem I have run into only seems to be addressed by one user on chumbalum soft's forum and no solution was ever given. The problem I have encountered is trying to assign verticies to any joint that exceeds 128. I have nearly 200 joints in the current model I am working on and have had no problem assigning vertices to the first 128 joints. Has anyone else run into this problem, and if so, is there a solution to it that allows for more than 128 joints? I am currently working with Milkshape 3d version 1.8.2

#1
02/11/2008 (2:31 pm)
Nope, that's the total number possible in ms3d. 200 nodes?? that's quite a few, perhaps too many? what are you trying to achieve with this many nodes, may I ask?

//
// max values
//
#define MAX_VERTICES    65534
#define MAX_TRIANGLES   65534
#define MAX_GROUPS      255
#define MAX_MATERIALS   128
#define MAX_JOINTS      128


From the 1.8.2 SDK of Milkshape3D.
#2
02/11/2008 (3:53 pm)
Well, I may have been going about all of this the wrong way, but my intentions were to creat a universal human skeleton type if you will. The characters in my game will have clothing such as cloaks, robes, skirts and such that I wanted to animate independant of any paticular body part. This idea also applied to various hair styles and facial movement. My overall goal was to create a master skeleton and animation sequences that would allow me to rig dozens of human character types to it so in the end, I could work with one skeletal model and mix and match animations per character as I saw fit.