| 07-08-2004, 06:59 AM | #2 |
Well.. I seem to learn faster than most, so here's an extremely quick update: I can open the model and import the moving skeleton, and save it as the milkshape model format (.ms3d). It saves the animation as well, and works again when I open it. But when I export to .3ds I keep the same problem as I had before, where it only saves the frame the animation was in when I exported to .3ds format. Anyone know of anyway to convert milkshape files to .3ds files and maintain the animation? One more thing, how can I reposition skeletons in Milkshape. My original model is standing on the grid, and the skeleton for the run animation is below it.. so the grid cuts right through it. When I import the skeleton into the model, the model aligns with the skeleton, and the grid also cuts through the model. Is the grid supposed to be the ground level, or the origin? If its the ground then I need to learn to reposition skeletons in milkshape, if its the origin, and supposed to cut through the animations then I should be fine with where I'm at. I just need to get a few questions answered at a time.. kinda post by post walkthrough.. lol. |
| 07-08-2004, 05:54 PM | #3 |
If all the animations work in Milkshape, you should just be able to use the Milkshape export plugin. The origin cooresponds with the ground. To reposition the skeleton, just make sure that you are out of animation mode, select the root joint, and move it up. I have a Milkshape exporting tutorial here. Once you get that exported, I might be able to fix the normals using a 3ds max tool. The milkshape exporter doesn't do them quite right. |
| 07-11-2004, 03:29 PM | #4 |
If you go to the milkshape forums, they will tell you the only file format that will preserve animations between milkshape and Max is half-life .sdm. You can download a suitable import plugin for Max if you look it up on the web. |
