| 09-03-2003, 01:20 AM | #1 |
Well, i read through this and I realised that you had to do some funky stuff to get animations to work ingame (with milkshape). Trouble is, I can't understand ced. Its probably because he posted it one late night and wasn't thinking straight, but, regardless, I dont know what this means: go in the menu-aniamtion(top) push copy keyframes than past keyframen and after that set keyframes go to the next frame and repeat that in go to the next frame this ist the frame you start your animation Well, maybe its just me, but that makes no sense. Perhaps someone else can make this out or knows how to do wc3 acceptiable animations in milkshape? Help appreciate. (here's the rest of Cedalvian's post, if it helps any) Originally posted by Cedalvin well to animate your model you first hafe to attach the vertexpoints to the joint first selekt the joint in the list than selekt the vertexpoints you want to attach and push the attach button under the joint list after that use the zero joint plugin (it ist important if you use the milkshape exporter) that push the animate butten (bottom right) move to the 2 or an other frame (frame 1 must keep free) select all joints go in the menu-aniamtion(top) push copy keyframes than past keyframen and after that set keyframes go to the next frame and repeat that in go to the next frame this ist the frame you start your animation move and/or rotate all joints in the start position push set keyframes than repeat the copy past set procedure like above (it ist always the best way to start a animation with a keyframe for all joints) create the animation use set frames after you moved or rotated a bone to create a keyframe or the rotation won't be saved I hope that helps C U Ced |
| 09-03-2003, 10:02 PM | #2 |
Well, since no one seemes to want to read all that, let me rephrase it: Is there anything you need to do with animations in milkshape to make them work in war 3? |
| 09-04-2003, 04:57 AM | #3 |
I've never been aware of any difference in the way u set up animations in milkshape as compared to other programs (when exporting for wc3 that is) then again, the cursed milkshape may have yet another flaw ://// (i am personally opposed to milkshape... it makes u have bad habbits) :nono: try a demo/student version of lightwave, maya, gmax, brazil, etc... |
| 09-04-2003, 10:25 AM | #4 |
Guest | I suggest Gmax if your budget for Max is out of question. Myself dont use Milkshape for animation and Gmax and max have a better export functionality for animations in the first place now =) (lightwave or other programs that can export in 3ds format that is...) |
| 09-04-2003, 10:33 PM | #5 |
Well, looks like its time to swich to gmax... too bad it just leaves me confused and frustrated... oh well, nothing a few tutorials cant help. |
