Game Development Community

Animation names in milkshape

by Dave · in Torque Game Engine · 12/06/2005 (6:41 am) · 5 replies

Hi,

Four questions about animations in MS3D that I would be very grateful if someone could answer for me.

1) How do you name an animation?
2)Is it possible to have multiple named animations?
3)Can you export the animation(s) to a DSQ file(s)?
4)How do you stop the animation from running automatically?

Appreciate any help, thanks a million,

Dave.

#1
12/06/2005 (7:26 am)
I haven't used Milkshape in a while so someone correct me if I'm wrong.

1. You use textures with special names to name the animations. I think the name is the animation name plus the start and end frames. The exporter knows that the special name belongs to an animation.
2. Yes. The different names you use will belong to different animations.
3. No. They are all self contained in the DTS.
4. Not sure of you question.

Hope it helps.
#2
12/06/2005 (7:27 am)
If using the DTSPlus! exporter and not the default copy in File[you'll have to load the expanded exporter manually via Shortcut & Plugin Manager under Tools].

Q1= 1.Have a sequence keyframed in the Timeline. 2. Open the TGE DTSPlus Exporter dialog via Menu selection or Shortcut assigned in Manager. 3. Notice the Sequences portion of the dialog and the Add|Edit|Remove buttons on the right. 4. Click the Add button which opens the Edit Sequence dialog and you'll find all the parameter boxes you need to define the sequence. 5. When finished, click OK button. When Edit Seq. dialog closes, you'll see your sequence added in the List of sequences.

Q2=not sure what exactly what you're asking...you may have a number of sequences embedded within the shape during export, as long as each is defined as to Start/End, etc...

Q3= Yes, the DTSPlus Exporter allows for the exporting of DSQ files and the .cfg file helps isolate only Animated Nodes in the file.

Q4=again, not exactly sure what you're asking...sequences don't 'normally' run when the shape is instanced in the engine....they need to be called and run on a Thread of the shapeBase object that is instanced, unless I 'think' they're named 'Ambient' and then that may run on auto...not %100 on that bit.
#3
12/06/2005 (7:28 am)
Hi Dave,

Animations in MS3D are specially named Materials so to answer your questions..

1, Create and rename a material supplying the correct parameters.
2, Yes. You can have as many as you like.
3, Using the new exporter for Milkshape, you can export DSQs
4, The only animation which runs automatically is called Ambient. Using the old exporter, this animation was created for you.

I suggest you have a look at the new exporter. It's pretty cool and it creates the materials for you and has a nice GUI for supplying the parameter values.

www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5894
#4
12/06/2005 (8:13 am)
Hey guys, thanks a heap, I'm overwhelmed! Fantastic.

Yep, I have an animation called "ambient" and that's running automatically. I wondered if the name had something to do with the texture, but there is nothing in the milkshape help files related to any of this. I'll download the exporter and play around. Hopefully all your suggestions will be enough to get me fixed up.

Thanks again,

Dave.
#5
11/15/2006 (7:06 am)
I guess "ambient" is a special word as an animation name, which indicates that TGE should run this animation automatically, all the time. change that name if you can.