Game Development Community

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

#1
12/21/2002 (3:13 pm)
I was wondering if you got anywhere with this Ben?
#2
12/22/2002 (8:12 am)
Yes, I added eye and mount nodes and everything works now.

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
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.