| 02-10-2003, 05:11 AM | #1 |
I'll use this thread for answering questions, should anyone use the plugin. Also, report any bugs here. I fixed a lot of these errors a while ago, but had not uploaded the new version. MS3D Warcraft III Plugin v.02 from the readme: Code:
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. |
| 02-16-2003, 01:33 PM | #2 |
Guest | What does it actually do though? Does it make animations and or bones? |
| 02-18-2003, 04:01 PM | #3 |
Hi well since the 3ds exporter dosen't suport bonechains I tryed your exporter here a short list of bugs and restrictions I found 1. it only supports one geoset this is a problem cause I can't use transparency and teamcolor on the same model will this change ? perhaps in the next version? 2. the closing "}" is missing in the mdl on bones without keyframes (its only a little problem but it's something you should know) 3. I have a problem with the textur but I think its a problem with my blp but does your plugin exports the TVs correctly yet ? C U Ced |
| 02-22-2003, 02:14 PM | #4 |
here a little update 1. still only one geoset 2. the closing "}" problem still doesen't realy matter 3. the tv problem was my blp the texture looks great now 8) and here the new problem/bug 4. my animation has a rotation problem the rotation in the right window works great but the rotation made in top-view (z axis) rotates ingame like the one in front-view (y axis) and the ones made in front-view (y axis) rotates ingame like the one in the top-view (z axis) I used global and lokal rotation and I copied frames (like always) I hope that's not the problem (it will be the next thing I'll test) but since it is a problem with all keyframes and republicola had a similar problem, I think it's a little bug in the exporter C U Ced |
| 02-23-2003, 05:02 PM | #5 |
ha, im sorry dude i didnt realize anyone was using this but me. i have fixed the problems, ill get the new version uploaded as soon as possible. i have fixed all of those bugs, except the missing } at the end of bones with no keyframes. ill fix that and upload it realy quick. the only other issue i know of is that sometimes the pivot points dont move with the bones as the bones move, this makes no sense, but i am looking into it. it has only happened with a few of my models. |
| 02-26-2003, 05:58 PM | #6 |
Great job kdub the new version rocks :D I have the problem with the pivot points in the first frame but its more like a problem with moving a joint in the first frame IMHO it's cause the geoset is created from the position of the first frame and than comes the movement of the bone so a objekt moved in the first frame moves twice but the bone only one time if you don't understand what I mean please mail me at [email protected] C U Ced |
| 02-26-2003, 10:53 PM | #7 |
I think ill test this script. Have the paid version of milkshape why not use it. |
| 02-27-2003, 08:41 PM | #8 |
It works like a charm i think ill use this one over the one for max I havent been able to export an animation in that program here i skin and animate export and it all work just fine. Except the frame rate didnt realize that it was 24fps so the animation went a bit slow. Great exporter |
| 02-27-2003, 09:33 PM | #9 |
well you must know the start and end frames of your animation part and multiply them with 41,6667 and round down for example 1-24 in the mdl its 41 - 1000 I think when I finished my first model I write a tutorial C U Ced |
| 02-28-2003, 02:08 AM | #10 |
for the record, you should not start your animation until at least the 5th or 6th frame. sorry ced, still trying to get in touch with you. |
| 02-28-2003, 11:09 AM | #11 |
well 2nd frame works too at the moment I'm only 1 hour online a day but next monday to friday I'm 24h online a day C U Ced |
| 02-28-2003, 12:56 PM | #12 |
I know that about the fps, i did my stand animation over 1000 frames thats why it was slow. |
| 02-28-2003, 01:09 PM | #13 | |
Quote:
There is enough interest :). It's a great plug-in to have around. ~kharma |
| 02-28-2003, 08:58 PM | #14 |
Guest | What about this Zero Joints plugin? I wen to the site and it was down! I type in every combination taht could possibly get me to find it elsewhere without look. Someone please post it! I need it really badly. Especially since I only have a trial of Milkshape and I still have to save up another E4 to buy it and wait for the printer to be fixed and wait for the order form to send there and back, if it even gets there =/ |
| 03-01-2003, 03:29 AM | #15 |
sorry, the guy that made the zero joints plugin has moved his site. http://www.logicarts.tk is where you can get it now. sorry about that i will update the readme. |
