Game Development Community

Updated milkshape exporter

by Chris Robertson · in Torque Game Engine · 05/05/2004 (12:56 pm) · 24 replies

I have been working for a little while on updating the current milkshape exporter to use the new dtsSDKPlus. The new SDK provides features like alpha sorting, triangle stripper, visibility channels, triggers and much more. Right now I can export a model with multiple meshes and materials and view it correctly in the show tool. LOD, mesh sorting and stripping seem to be working ok.

I am about to tackle animation exporting, but could use a few pointers from anyone familiar with the 3dsmax exporter (especially the source code). In particular, I need to know what the max node structure is for an animated model. Milkshape does not use 'nodes', so I have to fake it. At the moment, my node tree looks something like this:

ROOT
|-dummy
|  |-valid lod markers
|  |-dummy
|     |-main meshes
|
|-lower lod meshes
|-bounds mesh

Does this look right? Where do bones fit into this structure? How are non-animated bones like the 'cam' or 'eye' node handled?


Cheers,
Chris
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#1
05/06/2004 (9:34 am)
Actually, cam and eye can be animated. They're just not bound to anything.

As for how bones work, good question - I don't really know! I'd try making them children of the meshes.
#2
05/06/2004 (9:35 am)
Nice work, by the way. Exporters are really important to keep up to date and I'm glad to see you doing the code writing we'd do, if only we had the time to get to it. :)
#3
05/06/2004 (12:13 pm)
In some of the Max sources, the eye and cam node are bound to a subnode of the first "dummy" node named "unlink". But they don't have to be.
#4
05/06/2004 (1:22 pm)
Quote:
I'd try making them children of the meshes.

I'll try that, thanks.

I don't have max, so I can't check this for myself, but if you opened the starter.racing buggy in max, what does the tree structure look like?

As far as I can tell from the max exporter source, it copies the tree structure straight out of max, so if my faked structure matches that I should be right.
#5
05/28/2004 (1:13 pm)
Still working on this, and no joy with animations yet. I have the sequence objects being detected ok, but no bones.

Could someone who has 3dsmax post the dump.dmp file that is generated when you export an animated model? This file describes the tree structure of the model, and might give me some clues as to how to fake it in milkshape.
#6
05/30/2004 (8:13 am)
Hey...

I'm at work right now, but I can post this for you later today when I get home.

-Dave C.
21-6 Productions
#7
05/30/2004 (9:02 am)
Chris Robertson,

So you working on a Milkshape exporter so we can finally create characters to fit in the default animations? You would be my hero if you could do that!
#8
05/30/2004 (5:40 pm)
@Dave: Thanks for the offer - I've managed to puzzle it out from the code. Everything's so easy in hindsight.....
#9
05/30/2004 (10:17 pm)
Oh... okay. Well, e-mail me at dave.calabrese@21-6.com if you still need a model or anything!

-Dave C.
#10
06/01/2004 (7:27 am)
When you post this, that will be a thing of beauty to be able to use MilkShape for blended animations.

GL

smiles . . .
#11
06/01/2004 (7:34 am)
When you post this, that will be a thing of beauty to be able to use MilkShape for blended animations.

GL

smiles . . .
#12
06/01/2004 (12:27 pm)
Thanks, Rob. Current plans are to get an early build out to a few testers in a day or so, with the first public build going out as a resource next week.

Rigid mesh animations (with triggers!) are now working great, skinned mesh animations are coming along.
#13
06/07/2004 (1:28 pm)
Where is this exporter going to be posted? I'm new to this whole thing, so I'm not up to date on where I'll be able to download it. Thanks.
#14
06/07/2004 (3:24 pm)
@Peter: The new exporter is still with the alpha testers at the moment. When it is ready, it will be posted as a resource. You can access the latest resources in the Resources section in the 'What's New?' bar on the right hand side of this page.
#15
07/11/2004 (5:50 pm)
I'm now looking at adding DSQ support to the exporter, but I have seen a comment on the forums that milkshape normalises it's rotations, and this makes it unsuitable for DSQ.

Does anyone know any more about this issue?
#16
07/21/2004 (10:37 am)
Wow, super job, Chris. I just happen to check the link and noticed a newer version with Detail mapping support[untested by myself...], but I ran my triggered sequences thru again; and EUREKA!, if my Milkshape3D player character didn't emit sound and decal effects, not sure why no footpuffs, could be our current scripting....not entirely sure, but 2/3 is tremendous! Now, I just need some info on how to script an embedded Trigger to work, say like for a throw animation; I have a certain frame I'd like to have the object leave the hand on, and I'm wondering how to acheive this?

Thanks again, Chris! Well done.

PS...to me, this is(for me)/should be the 'official' exporter...
#17
07/21/2004 (2:43 pm)
It would be great to have an updated "official" Milkshape exporter. With so many updates to the exporter floating around, it'd be awesome to eventually see one submited as a patch to Head :)
#18
07/21/2004 (3:02 pm)
I have to agree with Alex. I find it very confusing over what exporter is out there and what features it supports. I know of 3 so far (this one, another that has LOD support, and the one in HEAD). Could someone please reconcile these and get the one from CVS updated so we only have one? Thanks.
#19
07/21/2004 (3:22 pm)
I'm more than happy to provide the source code, as is, right now. There are some minor changes to the dtssdkplus library, but I don't think they will be a problem.

Just let me know how to get it checked in :)
#20
07/25/2004 (9:07 pm)
Warning: DOUBLE POST

Folks,

I've posted this over at the resource, but just in case I'm posting it here too so folks can bypass the issue I ran into:

Note: The one problem I ran into while exporting was that I couldn't get it to export until all vertices were assigned to at least one joint. The steps I took were:
- create dummy joint (named root, but AFAIK any name will do).
- assigned all vertices to 'root'
- added other joints (as needed) and re-assigned vertices to them (as needed).
The failure was a seqfault.

[HOW]EdM|EGTGE


Chris/Dave --> AWESOME RESOURCE.

PS - As far as this getting checked in...

My intention is to use your version of the exporter for most examples in the guide.

... so there is no pressure, but please be sure to submit this as a replacement for the current exporter. It is awesome.
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