Joint animation in Milkshape?
Warlokk:
Oh my, this is exactly what I have been needing for a while now... thanks Wes! :D
wes_h:
I didn't want to spoil all the fun, but at the time I made that post I also had a working animation exporter in testing. It is now released, and posted at MTS2 in the Animation and ANIM files forum. You can now make custom body (and object) mesh animations, and export them into the game.
The animations can be made and retained in .ms3d models. Animations are, in general, only a list of skeleton movements, and so would work essentially the same on a DD mesh or an A one. That is not to say that the runtime appearance would be the same, some arm movements that would be fine for the A mesh might appear humorous on the DD mesh.
Warlokk:
Thanks Wes... for now I'm working on a more detailed base mesh, with a whole bunch of extra verts that I was having a heck of a time getting the bone assignments right... this little tidbit of info made my testing and fixing a whole lot easier. Unless we can add bones though, I don't really have much in mind for animations just yet. Now if we could add bones, and use them to simulate gravity effects, well that would just be amazing...
wes_h:
You do not need to add bones.
You should look at Marvine's demo of the effects of adding some partial bone assignments to the breathe_trans bone and animating it. Since this is an open forum, all I will say is that it allows some of the mesh that formerly moved statically with the rest of the upper torso to be able to mimic the effects of inertia as the gal dances.
It requires a custom animation (the first is written and available), a controller package (there is one for it included) AND a mesh that has the assignments remade. When done right, the mesh plays in the game just like any other, and the animation works on any mesh with no adverse effects, but when the two are combined, it is, um, interesting.
As the creator of a significant number of gal meshes with varying features that would benefit from this by your merely revising the bone assignments over a portion of the mesh, I think you might like to look at it.
Warlokk:
Sounds fantastic... I always suspected something could be done without adding to the skeleton, but had no idea how... I will definitely look into this, it could really take things to a whole new level... :D
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