Milkshape Warcraft III MDL Exporter by Kyle Walker  - v.02 - Writen 2/23/2003

Fixed in this Version (.02):
	- I had the x and z axises of rotation flipped, oops.
	- Bones that had no rotation keyframes didnt close properly, they do now.
	- You would have been locked into an infiniate loop if you had tried to export a model with multiple geosets, fixed.


Remaining Issues:
	- The normals are quite a bit less than perfect.  If you look closely at a model you export then you will see that its left side is
	  darker than the right.  Just as I am typing this, I believe I have realized the problem.  I'll check it out.
	- The "{ -1.#IND00, -1.#IND00, -1.#IND00 }" problem with the normals is still not fixed, should not be too hard.
	- From time to time (if you rotate bones in the first frame?) the pivot points do not move with the bones.  Happens quite
	  rarely.

Stuff I will add if there is enough interest:
	- Support for control files.
	- Support for materials using the Milkshape3d material editor.
	- Support berzier translation and hermite rotation (right now they are all linear, which makes for jerky animation).
	- Remove the need for the Zero Joints plugin, so that models animated in other programs can be brought into
	  milkshape for exporting.

______________________________________________________________________________________________________
Milkshape Warcraft III MDL Exporter by Kyle Walker  - v.01 - Writen 2/9/2003

I will write up something more proper in the future, but this will do for now.

What you NEED:
	1.  Milkshape3d (http://www.milkshape3d.com)
	2.  ioquan's Zero Joints plugin for Milkshape (in the downloads section at http://home.earthlink.net/~ioquan/)
	3.  Yobgul's Warcraft III File Converter (in the downloads section at http://www.wc3campaigns.com)
	4.  An MPQ program such as WinMPQ (in the downloads section at http://www.wc3campaigns.com)
	5.  Notepad or someother text editor (you have it)

TEMP Instructions:
	1. Model and rig your model
	2. BEFORE you animate, run the Zero Joints plugin <====== IMPORTANT
	3. Animate the model
	4. Select "Export Warcraft III MDL..." fromt the file menu
	5. Open the exported file in Notepad
	6. Paste a heading onto your MDL
	7. Convert the MDL to and MDX with Yobgul's Warcraft III file converter and import into your map or to
	    your war3patch.mpq

NOTES:
	- When editing/adding your sequeces, the numbers for the beginning and end of the sequences are in milleseconds.
	  To know when to start and stop them look at what frame you started and stoped your animation at in milkshape.  Divide
 	  that number by the number of frames per second and multiply by 1000. (Sorry but for now it only supports 24 FPS)
	- How to add effects can be easily infered by looking at Blizzard's MDL's.
	- If you see "{ -1.#IND00, -1.#IND00, -1.#IND00 }," at any place in your MDL it is because you had faces that had no
	  dimensions.  Optimizing the model should fix this.
	- If you dont understand how to edit an MDL, the I suggest searching for some sort of tutorial on 		  	  http://www.wc3campaigns.com.  You shouldn't really need any help, as the point of an ASCII format is that it is easy to 		  understand.  Search through the Blizzard MDL's as well, that is where I or someone else got all of the information used
	  to make this.
  

If(when) you have problems with this plugin.  Email me at kyldub@hotmail.com.  I know there will be problems with this.
Also I will start a thread in the http://www.wc3campaigns.com tools forum dealing with this tool, I will answer any questions there.
Check there to see if I have answered your question before emailing me.




And the main reason I did this, so I can finish my mod.  Might as well plug it- http://revolution.wc3campaigns.com.  We are 
modding Warcraft III into Starcraft.  Look for it to be released fairly soon now that we can animate.



