Game Development Community

Problem with milkshape exporter

by Danny Goss · in Artist Corner · 03/29/2004 (7:50 am) · 5 replies

I had two animations in my player model that was working, the root and run. The sequence is:

root=1-10, cyclic
run=11-20, cyclic

When I added sequence back=21-26, cyclic and exported the animation, the arms of the player pointed backwards for the run animation. Has anyone else had this problem and know how to prevent it?

#1
03/31/2004 (3:02 am)
Hi, I'm new, and I don't see how to get the exporter to export animation sequences from milkshape. In the exporter, the spot to name the sequence is greyed out.

Thanks in advance.
siles . . .
#2
03/31/2004 (6:07 am)
You will have to KeyFrame the sequences in the Timeline at the bottom via the Animation Menu heading. Then you will have to declare these sequences via the Materials panel. The Milkshape exporter has some documentation on the site and should be read to correctly set up the animations and have them understood by the exporter. http://www.garagegames.com/docs/torque.sdk/tools/milkshape.html#animation...this should explain things well enough to get started. Good luck! I recommend locating the Tork Diggers wonderful exporter, casting no stone at the site's provided one, it's much more robust; allowing for more control and detail of the shape.:)
#3
03/31/2004 (9:19 am)
Thank-you, I was just starting to figure some of this out. I had mis-read some instructions late at night which put me in the wrong direction, darn.
smiles . . .
#4
03/31/2004 (10:03 am)
This was a super link from one of the resource files in the resource area:

www.geocities.com/mkia1/Torque_Tutorial_1_1.html
#5
04/26/2004 (6:10 am)
I did get things working. I even got my new model as the player model and so that "ctrl + w" had a celwave animation. Just waiting now for the blending support from 3d diggers for their exporter.

Has anyone come across a resource explaining how to that the collision mesh linked to the skeleton? Everytime I export it, the mesh goes static even if it appears animated in the MilkShape program. I was wondering if I am trying something not supported in the .dts format.

Is a animated collision mesh possible in any format?

smiles . . .