| 07-10-2007, 04:21 AM | #1 |
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 |
Cut the model into different meshes to apply different materials. |
| 07-10-2007, 11:03 AM | #3 | |
Quote:
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| 07-10-2007, 11:21 AM | #4 |
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 |
Add the comment "Linear" to every bone, that should stop your distortion. |
| 07-10-2007, 09:24 PM | #6 |
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 |
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 |
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 | |
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:
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| 07-10-2007, 10:21 PM | #10 |
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 |
Yes, but did you run the "zero joints" plugin before animating? |
| 07-11-2007, 08:19 PM | #12 |
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 |
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 |
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 |
As long as you zero joints before entering animation mode, all will be well. |
