Modeling a character in Milkshape
by Travis Vroman · in Artist Corner · 01/21/2005 (5:39 pm) · 8 replies
Okay, I've been messing with this now for some time, and I just can't figure out how to do it. I want to use my own custom animations in my milkshape model. How do I get custom animation sequences (within the milkshape model using the material trick) to work with TGE? Are there any scripting changes needed? Where can I find a list of all the joints' names that should be in the model? Help with this would be greatly appreciated.
Thanks,
-Barzahd
Thanks,
-Barzahd
#2
01/22/2005 (10:52 am)
Ok, I'll take a look. Thanks Mark.
#3
1. make a dsq sequence using milkshape
2. make animation sequences made in milkshape act correctly when exported to TGE. Thanks,
-Barzahd
02/05/2005 (11:00 pm)
Okay - I ordered the book, but it still hasn't come yet. Can someone please tell me if there is a way to do one of the following:1. make a dsq sequence using milkshape
2. make animation sequences made in milkshape act correctly when exported to TGE. Thanks,
-Barzahd
#4
02/07/2005 (4:18 pm)
The DTS exporter that comes with the book has no DSQ support whatsoever. I dont exactly understand what you mean by "make animation suquences act in TGE.
#5
02/08/2005 (12:49 am)
What I meant by that is the character animations don't play properly in torque because something somewhere isn't right. It could be something with the bones, or something I've done wrong in the material name... I don't know. I was winging it to start with. I'm hoping this book will help me find out how to export characters and make it right. (If I ever get it, that is).
#6
02/10/2005 (2:54 pm)
From what I understand, the new version of Milkshape DTS exporter (the one that comes with Milkshape 1.7.4) has DSQ support, is that right?
#7
02/10/2005 (3:32 pm)
No it doesn't, but there is a Milkshape exporter called ms2dtsPlus that does export dsq's. At least it does partially.
#8
Some default names are "run", "root" (idle animation), "side"(for sidestepping-same animation, just plays it forward when you go left and backwards when you go right)....there is a lot more, but that is a start.
In Milkshape, make a new material for each animation. Rename it accordingly..Example would be:
seq: run=45-55, cyclic, fps=22
In this case, my run animation is frames 45-55 and cyclic means it repeats. I put the fps=22 because my run didn't seem fast enough to me. If you leave that blank, it defaults to fps=15.
03/11/2005 (9:36 am)
Travis, you need to make some animations with names that are already in the demo. That is the quick and easy way to have them work without making any script changes....except for the model changeSome default names are "run", "root" (idle animation), "side"(for sidestepping-same animation, just plays it forward when you go left and backwards when you go right)....there is a lot more, but that is a start.
In Milkshape, make a new material for each animation. Rename it accordingly..Example would be:
seq: run=45-55, cyclic, fps=22
In this case, my run animation is frames 45-55 and cyclic means it repeats. I put the fps=22 because my run didn't seem fast enough to me. If you leave that blank, it defaults to fps=15.
Torque Owner Mark Barner
mbarnatl
The book "3D Game Programming All in One by Ken Finney" has a complete chapter on this. It also tells you how to get it to work in TGE.