TGE milkshape3d animations
by Benjamin Wilson · in General Discussion · 12/15/2002 (8:51 am) · 4 replies
Hi,
I just need a little advice and direction.
I exported a milkshape model using the ms2dexporter and I used material names such as
seq: walk=1-10, seq: flip=11-20
to separate out the animations. In my mod,
I do a %obj.playThread(0,"flip"); to play the flip thread. The player runs his flip animation but then after that won't performs any more animations (he won't flip anymore, walk anymore, etc).
Also, when the game start, the player automatically executes his walk animation (which is cyclic). Can anyone help me figure out how to control this?
Any help is greatly appreciated.
Thanks,
Ben
I just need a little advice and direction.
I exported a milkshape model using the ms2dexporter and I used material names such as
seq: walk=1-10, seq: flip=11-20
to separate out the animations. In my mod,
I do a %obj.playThread(0,"flip"); to play the flip thread. The player runs his flip animation but then after that won't performs any more animations (he won't flip anymore, walk anymore, etc).
Also, when the game start, the player automatically executes his walk animation (which is cyclic). Can anyone help me figure out how to control this?
Any help is greatly appreciated.
Thanks,
Ben
#3
12/27/2002 (8:59 pm)
How do you put together a milkshape animation in this case anyway? like to set to walk and that? is it just by the positions on the timeline?
#4
ex.
seq: root=1-1
seq: walk=2-10, cyclic, fps=2
seq: jump=9-12, fps=5
etc.
You can read all about it here:
http://www.garagegames.com/docs/torque/tools/milkshape.html
Hope this helps.
12/28/2002 (8:42 am)
You can use material names to tell the exporter how to slice up your animations:ex.
seq: root=1-1
seq: walk=2-10, cyclic, fps=2
seq: jump=9-12, fps=5
etc.
You can read all about it here:
http://www.garagegames.com/docs/torque/tools/milkshape.html
Hope this helps.
Torque Owner Edward Smith
Silencersoft