[project1dev] Re: Hey Gabriel, ready to do some animation stuff?

  • From: "eric" <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 8 Oct 2009 19:49:23 +0000

Iv never imported skeletons from other progs into milkshape, let us know how 
well it works
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-----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
>
>

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