unit turned backwards - how to rotate the model or such for exporting
by Jeff Yaskus · in Artist Corner · 02/11/2010 (6:58 am) · 9 replies
I'm trying to use Milkshape to re-export some of my art assets -- but one model in particular appears backwards in the resulting DTS file.
Can anyone more familiar with the app explain how to rotate it properly ?
Can anyone more familiar with the app explain how to rotate it properly ?
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Long time gamer, hacker and programmer. With dreams of making video games -
#2
02/11/2010 (9:24 pm)
I'm a noob to anything art related -- is there a tutorial or such on how to do this? I mean it sounds simple, but I have no idea how to do it within milkshape.
#3
You could surely hack your way thru it with various exports, or editing files in a text editor, etc...but, that isn't 'simple' or quick.
I might be able to do it with something in my toolbox, couldn't guarantee anything without taking a look at the asset.
Email me[rex@brokeassgames.com] with some details and perhaps the asset in question, if it's permissible.
Yep, just checked quickly, very sure I could do this and save any animations, as long as they are all in the single .Ms3D file, but not with Milkshape. Found a nice big wrench in my toolbox, lol....which I'll be using today at work, I'll be back at the workstation later this evening.
02/12/2010 (10:04 am)
I don't know of any 'simple' way to do this in Ms3D, other than to recreate the rig and rebind/weight, and any previous animation would be lost.You could surely hack your way thru it with various exports, or editing files in a text editor, etc...but, that isn't 'simple' or quick.
I might be able to do it with something in my toolbox, couldn't guarantee anything without taking a look at the asset.
Email me[rex@brokeassgames.com] with some details and perhaps the asset in question, if it's permissible.
Yep, just checked quickly, very sure I could do this and save any animations, as long as they are all in the single .Ms3D file, but not with Milkshape. Found a nice big wrench in my toolbox, lol....which I'll be using today at work, I'll be back at the workstation later this evening.
#4
This post:
http://www.garagegames.com/community/forums/viewthread/39088
and some .Net magic to sub in the cam and eye nodes via text parsing for the over 2400 frames of animation helped with problem 1.
Problem 2) I solved with version 1.38 of MisFit Modeler - a freebie at: http://www.misfitcode.com/misfitmodel3d/
(Source code and installs are on sourceforge.net at http://sourceforge.net/projects/misfitmodel3d/
I opened the ms3d model in this tool and then:
Go to Tools menu and click Select faces. Then drag a box around your entire model. Now go to Model menu and click Transform Model. I then rotated 180 degrees on the Y axis (Euler angles) and saved the model as ms3d.
The model is now correctly oriented on the y-axis and all of the animations are intact and performing properly.
I also thought of performing the rotations on the raw SMD file since I am parsing and inserting the missing cam and eye nodes but the euler angle stuff threw me for a loop (maybe later) and I did not know if the end result would be the same.
Hope this helps, it certainly saved me a ton of time.
05/26/2011 (4:29 pm)
I have been struggling with this same issue. I purchased some animated models that had two flaws: 1) Oriented 180 degrees on the y-axis and 2) missing cam and eye nodes. Not much of a modeler here and certainly did not want to re-animate the model (I won't live that long). This post:
http://www.garagegames.com/community/forums/viewthread/39088
and some .Net magic to sub in the cam and eye nodes via text parsing for the over 2400 frames of animation helped with problem 1.
Problem 2) I solved with version 1.38 of MisFit Modeler - a freebie at: http://www.misfitcode.com/misfitmodel3d/
(Source code and installs are on sourceforge.net at http://sourceforge.net/projects/misfitmodel3d/
I opened the ms3d model in this tool and then:
Go to Tools menu and click Select faces. Then drag a box around your entire model. Now go to Model menu and click Transform Model. I then rotated 180 degrees on the Y axis (Euler angles) and saved the model as ms3d.
The model is now correctly oriented on the y-axis and all of the animations are intact and performing properly.
I also thought of performing the rotations on the raw SMD file since I am parsing and inserting the missing cam and eye nodes but the euler angle stuff threw me for a loop (maybe later) and I did not know if the end result would be the same.
Hope this helps, it certainly saved me a ton of time.
#5
It points in the right direction now!
10/20/2011 (10:32 pm)
Was able to fix one model by opening it in Ultimate Uwnwrap 3d (which I use to convert between different model formats). There was an option to modify the transform, which I added 180 degrees to Y and then re-saved the model as DTS file.It points in the right direction now!
#6
1. Open DirectX 9 mesh in UU3D
2. Save as DirectX 9 mesh with 'Flip handedness' checked in the 'Save DirectX 9.0 Model' dialog.
3. Open in fragMOTION.
4. reSave from fragMOTION as Milkshape
5. Open in Milkshape.
6. Export from Milkshape as 'Torque Game Engine DTS'
7. Place in Torque 3D game/art/shapes/actors/<model-name>
8. Edit in Torque 3D 'World Editor'-'Shape Editor'
9. Add eye node to Bip01
10. add camera node to Bip01
11. Remove NoFrameName0 node.
You will need to addSequence all the animations using Soldier_rigged.cs as a model.
Now I just need to figure out how to scale it down 70% :->
Cheers!
06/26/2013 (9:40 pm)
Don't know if JY was speaking of the same product but I used this thread to import The Game Creator Model Pack Characters into T3D. My wor flow was1. Open DirectX 9 mesh in UU3D
2. Save as DirectX 9 mesh with 'Flip handedness' checked in the 'Save DirectX 9.0 Model' dialog.
3. Open in fragMOTION.
4. reSave from fragMOTION as Milkshape
5. Open in Milkshape.
6. Export from Milkshape as 'Torque Game Engine DTS'
7. Place in Torque 3D game/art/shapes/actors/<model-name>
8. Edit in Torque 3D 'World Editor'-'Shape Editor'
9. Add eye node to Bip01
10. add camera node to Bip01
11. Remove NoFrameName0 node.
You will need to addSequence all the animations using Soldier_rigged.cs as a model.
Now I just need to figure out how to scale it down 70% :->
Cheers!
#7
06/28/2013 (2:36 pm)
Setting the scale in the shape's TSShapeConstructor() call doesn't work apparently. Try:%player.scale = "0.7 0.7 0.7";at the end of scripts/server/gameCore.cs GameCore::spawnPlayer() - if it's a player. I guess use that after you spawn the object however you're going to spawn it....
#8
Like in this example, for re-sizing the zombies as they are created.
www.garagegames.com/community/resources/view/21353
That's my approach at least ...
06/29/2013 (10:58 am)
Rather than changing it at gameCore ... you can add it under the ::onAdd() function of the datablock. So it gets sized, when the object is created.Like in this example, for re-sizing the zombies as they are created.
www.garagegames.com/community/resources/view/21353
That's my approach at least ...
#9
12/01/2013 (3:24 am)
I haven't used Milkshape for Oh, quite some time, back since maybe in version 1.5 or so. But, back in the day I used a program called "3d Exploration" by Right Hemisphere, now its called Deep Exploration. Deep Ex, fixes issues with incorrect models, and it exports to over 80 model formats, even Collada.
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