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Changing the root pose using an anim frame- Answered

by Dave Young · in Artist Corner · 01/21/2006 (2:31 pm) · 2 replies

The exported documentation says that in order for a DSQ file to be compatible with DST shapes, all nodes that they have in common must be in exactly the same base position and rotation.

It would be really cool to use the existing DSQ files though...

I am trying out a new tool called Shaper that can export DSQ and DST, but I need to set my mesh into the same root pose as the DST root pose so I can reattach vertexes from the stock skeleton. My meshes root pose is just a standing position.

I have lots of frames of animation for the model already though, and I do have a frame in the animation that looks similar to the 'at ready' root pose that the default player.dst is in.

Is there a way in Milkshape to take a frame of animation and use it as your model's base 'non-animated' pose?

#1
01/21/2006 (3:14 pm)
Hi Dave,

I'm afraid 'looks similar' won't cut it. The nodes need to be in exactly the same position for the exported DSQ to be compatible with the default TGE animations.

I don't know of a tool that will allow you to copy an animation frame to the base 'non-animated' pose, but the milkshape SDK is pretty simple to use, so you could knock something up easily enough.
#2
01/21/2006 (4:31 pm)
Actually, I was able to achieve this by, in Animation mode, saving to Obj on the frame I wanted.
Then I restarted Milkshape, IMported the Obj, and exported that as a .dts. It worked fine and I am able to import it as a mesh into the player.dts to reconnect the vertexes.

Still, because I already have a fully animated model, I am trying to work out the bone structure that would allow me to export new .DSQs. I think I'm getting close.

They're both equally hard, one will pan out soon I think!