Iv never imported skeletons from other progs into milkshape, let us know how well it works Sent via BlackBerry from T-Mobile -----Original Message----- From: gabriel taylor <aidyn66@xxxxxxxxx> Date: Thu, 08 Oct 2009 12:24:38 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Hey Gabriel, ready to do some animation stuff? Thanks, I'll do that. I'd rather rig in Max anyway; it's so easy there. :) gabriel katie cook wrote: > Gabe, > > Why don't u just use 3D MAX, there is a conversion from Max to > Milkshape... > > I can't imagine using Milkshape, I'd rather stab myself in the eye > repeatedly. > > Anyway, u would save time not having to learn another program and the > translation is cake anyway. > > It is an export feature where u save the file as a .fbx file, then > import directly into Milkshape. It saves all models and textures just > as it was in your original (in my case MAYA) program. > > Let me know and I can look up the instructions again on how to get the > plugin. > > OR BETTER YET...Just go to the Autodesk website, and on there they > have the plugins. > Just look up the .fbx plugin for MAX and you are golden. > > If you need help just let me know. I had to tinker on my own a bit to > get it figured out, but its pretty straight forward. > > Good luck, =) > > Katie > > > --- On *Wed, 10/7/09, gabriel taylor /<aidyn66@xxxxxxxxx>/* wrote: > > > From: gabriel taylor <aidyn66@xxxxxxxxx> > Subject: [project1dev] Re: Hey Gabriel, ready to do some animation > stuff? > To: project1dev@xxxxxxxxxxxxx > Date: Wednesday, October 7, 2009, 11:13 PM > > Sure, sounds good. I don't know Milkshape itself, but I'm sure it > can't be too hard to figure out. I admit I've been busy these > last two weeks with a bunch of stuff happening in life at the > moment, but I'll try to get this started this weekend, so we can > move forward with the testing. Is there a certain format or > method of exporting animations from Milkshape for import into the > engine in particular that we need? > > Alan Wolfe wrote: > > Hey Gabriel, > > > > I was just thinking, we can start on some animation stuff in > preparation of the new animation system if you want to. > > > > In fact it'll give me some data to test with and it'll make sure > we're handling all the cases needed for a good animation system. > > > > Eric chime in if I'm mis speak at all (: > > > > Ok so first off what we need is a model of a humanoid (it > doesn't have to be complex... it can look like a test dummy or a > stick figure or whatever you want, it doesnt even need to be > textured, we just need something humanoid). > > > > Then, we need to get that guy imported into milkshape. > > > > From there, we need to give it a skeleton and make a basic idle > animation. > > > > Then, we need a handful of other basic animations like walking, > waving, jumping maybe, just a couple random animation things like > that. > > > > When that's done (or while this is going on) I'll be able to > hook these animations up into our anim system and show them in > game so you can say if anything looks ugly or needs to be done > different ways. > > > > So i guess first up is we need a basic humanoid model, and then > from there we can work on getting it imported into milkshape (Eric > or katie should be able to help figure that out!). > > > > What do you think? Sound good? > > > > Eric: this will help us develop our "base skeleton" that all > humanoids in the game have as well, so is a good prequel to > character generation stuff > >