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Modeling and Animationg Pointers Please?

07-10-2007, 04:21 AM#1
GeneralFox
Hello, I am makeing some models with Milksape and am able to unwrap, skin and convert my models into MDX format, but have a few questions with some problems and such I have encountered.

1 How can I unwrap Models so they use more then one skin, like have a skin for the head and a seperate skin for the body?

2 When I Make Moels with Milksape and convert them to MDX format some of the animations I made apear distorted. How can i fix this?

Please if anyone knows the soulution to one of my perdicerments please tell me what i can do.
07-10-2007, 10:49 AM#2
Whitehorn
Cut the model into different meshes to apply different materials.
07-10-2007, 11:03 AM#3
weg
Quote:
Originally Posted by GeneralFox
dy?

2 When I Make Moels with Milksape and convert them to MDX format some of the animations I made apear distorted. How can i fix this?
You didn't do zero joints didn't you?
07-10-2007, 11:21 AM#4
TDR
Hmm, I'm moving this to the mdl editing corner because that's where our resident milkshape expert lurks.
07-10-2007, 12:40 PM#5
Rao Dao Zao
Add the comment "Linear" to every bone, that should stop your distortion.
07-10-2007, 09:24 PM#6
GeneralFox
No, I have Joints and I tryed adding Linear as a comment to every bone but it dident seem to help much. I realized however theat apon converting the fiels format it adds an origin Joint like most wc3 models have and i think this may be resposible for my animating problem.

I also Have a new question...
How can i make a modle Like a Sword apear Sethed in some animations and in my models hand in others i know a good place to start would be to make a new sword in his hand but how do I make it shown their only in certian animations?
07-10-2007, 09:42 PM#7
Rao Dao Zao
No, the exporter adds a spare bone for any unassigned vertices. You might not have everything rigged up properly.
07-10-2007, 09:48 PM#8
GeneralFox
Ok Then do you have a soulution I checked back when i Assined all my vertex and none are hanging lose when i dragged the whole model around in animation mode. What else could be not properly rigged up?
07-10-2007, 10:06 PM#9
Rao Dao Zao
If there's no unassigned vertices, then you shouldn't get the new bone.

Looks like we're getting to the point where you need to post a model.

OR:
Quote:
Originally Posted by weg
You didn't do zero joints didn't you?
07-10-2007, 10:21 PM#10
GeneralFox
Fine Ill Post the model here but what format would you like it in?
It does have joints.
07-11-2007, 09:55 AM#11
Rao Dao Zao
Yes, but did you run the "zero joints" plugin before animating?
07-11-2007, 08:19 PM#12
GeneralFox
No, Im not familar with that plugin if you could explain any important steps i might have skiped to me that would be great.
07-12-2007, 10:25 AM#13
Rao Dao Zao
You have to run it before you animate.

Once your skeleton is finalised, and before you go into animation more, you MUST run it. It says this all over every page that ever mentions animation for Milkshape.

Tools -> Zero Joints, it's down at the bottom. Just hit that before you go into animation mode, and all will be well.

You will need to scrap all your current animations and start again.
07-12-2007, 11:32 PM#14
GeneralFox
Ah Crap
Oh well live and learn ill fix it now ty for the help
So to make sure i have all the steps its make skeleton run Zero Join tool assign vertex and the its good to animate?
07-13-2007, 10:03 AM#15
Rao Dao Zao
As long as you zero joints before entering animation mode, all will be well.