Milkshape 1.7 and dsq files
by Charlie Malbaurn · in Artist Corner · 12/27/2004 (11:48 am) · 11 replies
Hey,
I was wondering if anyone has done dsq files in the newest milkshape exporter. I noticed in the release notes that they where supported but it was unknown if they worked 100%.
If anyone has tried please do tell
I was wondering if anyone has done dsq files in the newest milkshape exporter. I noticed in the release notes that they where supported but it was unknown if they worked 100%.
If anyone has tried please do tell
About the author
#2
12/28/2004 (3:31 pm)
I have tried a few quick ones...the exporter does produce dsq's...and they did validate on my shape... I think the aswer you're looking for is; I don't know if all the special flags make it through the export process... It will take some testing and research. It did work for me, though.
#3
12/28/2004 (6:46 pm)
Bryce, you can find the exporter link in the artist section
#4
I've been trying to find something within milkshape but have not found yet...
thanks
01/04/2005 (1:09 pm)
Is there any place that explains how to export just the dsq files?I've been trying to find something within milkshape but have not found yet...
thanks
#5
remember, that a rigid object will not validate the sequences...it must be a skinned object that will load the sequences...meaning at least one vert of a group/mesh needs to be assigned to another bone/joint. I guess you could produce some tag faces and regroup it to the mesh and then assign that single face to some root node...?? That might help with that bit.
01/04/2005 (2:44 pm)
There isn't much on DSQ's for milkshape, though, may be a bit of trial/error...and I'm not really sure if the mesh needs to be in the scene, either. Meaning; I'm not sure if the exporter culls out the unneeded meshes and textures[unless you're doing IFL's, etc]...remember, that a rigid object will not validate the sequences...it must be a skinned object that will load the sequences...meaning at least one vert of a group/mesh needs to be assigned to another bone/joint. I guess you could produce some tag faces and regroup it to the mesh and then assign that single face to some root node...?? That might help with that bit.
#6
01/06/2005 (4:50 pm)
I must have missed something in the documentation or Google. Which MS3D exporter version supports DSQ? Link, please?
#8
Are you saying that if you have a group of vertices, and they all happen to be assigned to the same bone, that they will not animate with dsq sequences? That certainly explains the problems I've been having.
Anyone have a good way to deal with this?
01/08/2005 (1:56 am)
Rex,Are you saying that if you have a group of vertices, and they all happen to be assigned to the same bone, that they will not animate with dsq sequences? That certainly explains the problems I've been having.
Anyone have a good way to deal with this?
#9
01/08/2005 (2:07 am)
Nevermind, figured out a good workaround. If you just export the base dts file from a milkshape scene in which you've grouped all the faces into one group, then everything seems to work fine, even if you have separate groups in your animation scenes.
#10
I'm also curious about the exporting of the mesh and texture data again, for the dsq's. I've tried to cull the mesh object out, but it always ends up in the dump, I guess needed??? I think I even tried deleting the mesh grouping, but was told there was nothing to export? I forced Collapsed Transforms and that seemed to only include nodes that had actual data stored in them and any in the ExportAlways list...as you can see, I've been fiddling with this again for a litle bit. The CFG file is an important part of this process and it does it's job. I also noticed there is no NeverAnimate list to add to in a cfg.
01/08/2005 (6:28 am)
True and True, you've merely assigned verts by groups...;). Just grab all groups before export and regroup to a single mesh, unless you've got more than one UV mapping...that will blow it out of the water and you'll get multiple skinned meshes; which I've seen pass, Ms3d won't allow Material assigning on a per/face basis, only groupings are allowed. I think, unless much has changed...I think you can now grab single faces and remap, just need to be same group...and may need unwelding...I do the group mapping, then usually weld at the end, and then do smoothings.I'm also curious about the exporting of the mesh and texture data again, for the dsq's. I've tried to cull the mesh object out, but it always ends up in the dump, I guess needed??? I think I even tried deleting the mesh grouping, but was told there was nothing to export? I forced Collapsed Transforms and that seemed to only include nodes that had actual data stored in them and any in the ExportAlways list...as you can see, I've been fiddling with this again for a litle bit. The CFG file is an important part of this process and it does it's job. I also noticed there is no NeverAnimate list to add to in a cfg.
#11

...here; I've isolated the lower body nodes in my player_forward.dsq, you can see the nodes outlined in red. While in this image:

...you can see only the upper body in red. This is the middle of my player_reloadEND.dsq file. This workaround is fairly timeconsuming and necessitates not saving the setup, which is not fun when a minor glitch has occured, like not catching all nodes...but it does work. These images are of a single DTS shape exported from Milkshape3d, loaded with two separate DSQ files generated in Milkshape also! I think I've solve a major issue for me at least, we'll see how this holds up thru more squences...;)
01/14/2005 (10:53 am)
Has anyone successfully culled nodes from a Milkshape3d DSQ file yet?? I think I've found a somwhat long workaround to get only the nodes you want exported in the DSQ. This may help with any conflicts from utilizing Milkshape to produce blend dsq files and allows the loading of the shape at runtime. I've been experimenting this morning with some methods for a cleaner dsq from the milkfarm and have succeeded in some prelim tests. In the ShowTool Pro, it demonstrated my handiwork, I'll post some screenshots to show off this process results...
...here; I've isolated the lower body nodes in my player_forward.dsq, you can see the nodes outlined in red. While in this image:

...you can see only the upper body in red. This is the middle of my player_reloadEND.dsq file. This workaround is fairly timeconsuming and necessitates not saving the setup, which is not fun when a minor glitch has occured, like not catching all nodes...but it does work. These images are of a single DTS shape exported from Milkshape3d, loaded with two separate DSQ files generated in Milkshape also! I think I've solve a major issue for me at least, we'll see how this holds up thru more squences...;)
Torque Owner Bryce
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