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Player model skeleton Milkshape ??

by Alienforce · in Torque Game Engine · 10/10/2005 (11:53 am) · 11 replies

Where can i found a player skeleton in Milkshape format.....

In a default pose like this.

_O_
...|
../ \


And not the ready for action position.

Anyone ?????

#1
10/23/2005 (3:39 pm)
I am assuming you have milkshape. So open milkshape go to the install Directory (C:\Program Files\MilkShape 3D 1.7.6\skeletons) and there are some there ready for you :-)

Cheers
John
#2
10/23/2005 (4:56 pm)
Yes, but they dont appear to be compatible with "default" torque skeletons/anims like the one the green mean Orc uses .
#3
10/23/2005 (9:44 pm)
I know that MilkShape comes with UT2004 player skeletons, which have mostly the same bone names as the default player in Torque does (eg. Bip01 Pelvis, Bip01 L UpperArm, etc). You just need to add a Mount0 and Eye node and you should be set, pretty much. UT also has Toe0 and Finger0, you may not need these for the Torque player.
#4
10/23/2005 (10:08 pm)
I am not sure i understand you right.....

Milkshape only provides you with a skeleton, if you also want to animate it they you will have to do that and then export it as a DTS. if you are after something that animates as well then i can recommend you build you character in in MS3d as a 3ds file then load up a program called character shop http://charactershop.thegamecreators.com/ this has many pre-built animations I know you have to pay for it but you can save it as a 3ds and then import it back to MS 3d and export it from there as a DTS. I know its sounds complicated but i also struggle with animations and i used this little app when i was using dark basic.

I hope this helps

John
#5
10/23/2005 (11:29 pm)
Thanks, i will try it.
#6
11/18/2005 (9:22 am)
I tried this last night, Using a model I'd made in milkshape, with skeleton built in, exported to 3ds
Imported into charactershop (demo) but the mesh just appeared as a load of vertices on the floor.. Maybe something went wrong with the export from Milkshape, but it didn't look promising..
Would like to see some Milkshape compatability in CharacterShop.. or perhaps dts support.
#7
11/18/2005 (2:37 pm)
Quote:I tried this last night, Using a model I'd made in milkshape, with skeleton built in, exported to 3ds...

Ummm, someone please correct me if I'm wrong, but the *.3ds format doesn't support skeletal data... does it?! It didn't used to!!
#8
11/18/2005 (3:15 pm)
I'm not sure, but when you download the milkshape exporter plus there should be a example torque ms3d file (i think mrbox.ms3d)
#9
11/18/2005 (4:23 pm)
There is a supplied skeletal rig with the exporter; however, due to Ms3d's wiping of any Transforms when a new Joint/Node is added, and it's not having a zero Animation Frame[scene root is used], this leaves it difficult to build a rig to your root animation. There are ways to work around this. What you'll want is what have a rig in the position that Alienforce is asking for, a arms down at side pose, and build/weight your mesh to that. Then you'll have to animate your character into it's root posture, in the Animation Timeline and save a .SMD Sequence file of this new pose. Then a bit of voodoo is in order, you'll turn a .SMD sequence into a .SMD reference; this will explain it a little better[conceptually, that is], it's still some cut/pasting of data across two files to make one, but you'll usually get what you want back in Ms3d with .SMD's....few quirks along the way. The .SMD format, will fairly easily shuffle data around in as barebones way as possible, X/Y positions are switched, but that's due to it being based on HL models, which in turn were based on Character Studio formatting, blah, blah, yadda, yadda. It works.

...btw:@Kirbby: you're right, 3ds has never supported skeletal data, in or out of Max...try saving to .BVH data, that might make the leap.
#11
06/30/2010 (2:22 pm)
MS3D 1.8.2 has the HumanMale.ms3d that appears to have the many of the correct bones in it. It is missing the EYE and CAM, but it does have one called Bone_weapon that could be renamed to mount0.