| 07-18-2004, 05:51 PM | #1 |
I have been strugleing with this for some time now. Anyone know how i can get it animated in game? I am able to get my Models and Textures working ingame, but the animations get deleted. I heard there was a .dll for milkshape you could use, but i have been unable to find them. Something with Zero Joints and something else. If anyone knows how to use these, or has them, please post a link to where i can DL, and a link to how to use them. Or Just post how to use them here. Thanks for reading, Lami. |
| 07-19-2004, 02:30 PM | #2 |
Before animating, you have to run Zero Joints. Are you able to get the animations to run in Milkshape? If not, just look at the tutorial built into Milkshape. Do you know about and know how to write sequences? They define where different animations start and stop. You can use the heading generator here to help you make them. Basically, a sequence has three things: the name, the start frame, and the end frame. |
| 07-19-2004, 05:07 PM | #3 | |
Quote:
Ok, i know how to make the sequences, im pretty sure, that is in the .mdl when you change the thing to like {sequence 1 {Anim "Stand" (0,4000)} } Or something like that. And with the Zero Joints, please be more specific, i run it after ive made the model, and joints and are ready to animate? Then i run that? and then animate? Or i run it after i animate? |
| 07-19-2004, 05:45 PM | #4 |
Run in before you animate but after you have the model and skeleton made. What it does is set the starting rotations of all the joints to 0, which is what the exporter needs. Do not modify the skeleton after that, or it will mess up what Zero Joints did. To check that Zero Joints is still in effect (which I painfully learned to do often), exit animation mode, run Zero Joints again, and make sure everything still works. Do not run Zero Joints in animation mode ever. Your sequences aren't exactly right, but it looks like you have the idea. You may want to use an existing MDL as reference or the heading generator I linked to. |
