Game Development Community

MilkShape Functionality vs 3dStudioMax

by James Anderson · in Artist Corner · 12/01/2008 (12:11 pm) · 1 replies

Hey All,
I am working through the turtorials in Ed Maurina's book and here (as in other tutorials) they use milk shape and there is functionality in the materials for exported DTS's.
Specifically, naming conventions for animation as well as skins

Im using Max for all my work - is there the same functionality with reguards to naming in the materials

I have come across any as yet - but I'm wondering if Im missing something (I usually am - !)

Thanks for any leads or tips

J.

#1
12/01/2008 (12:23 pm)
With only a single Timeline in the UI to 'store' animation data; the 'special' materials for naming the sequences are needed to guide the exporter to the transform data in the Scene...however; using 'materials' to define animation sequences is not needed, the native Max UI has it's 'helper'/Null type objects to store the information. Now, the 'namingConvention' of the sequences from the book are the same, either as output from Max or Milkshape3D, and are needed for stock SDK codeBase. "Root", "run", "Back",......etc.

Follow the Max exporter documentation with regards to how/what features Max exports in it's DTSMaterials...IFL, Self-lighting, Transparency, etc...there will be differences twix Max and Milkshape3D....but it's safe to probably say, if it's supported by Milkshape3D, there will be Max support as well.....