Yeah I think it can but we have to get it to import first Sent via BlackBerry from T-Mobile -----Original Message----- From: Alan Wolfe <alan.wolfe@xxxxxxxxx> Date: Mon, 18 May 2009 16:21:08 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Mine Props but hey also if milkshape can import regular model data, i bet it can import animation data too On Mon, May 18, 2009 at 4:19 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > yeah, milkshape does bone animation that allows you to assign each vert to > whatever bone you want. > > I think it has it so you can weight a vertex to multiple bones too but im > not sure how that works so our engine doesnt currently support it. > On Mon, May 18, 2009 at 4:17 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> well the thing about it is... somewhere along the lines we're gonna be >> able to need to do pretty detailed animation, does milkshape support that in >> program? i am willing to learn animation over again if it will work, i just >> want to get a consistant workflow going that will work longterm >> >> >> On Mon, May 18, 2009 at 6:59 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >> >>> that sucks man ): >>> >>> hey, learning to animate in milkshape was kinda a pain but i spent like 3 >>> hours and learned it back when i was first coding the animation stuff. >>> >>> If you want i could make (possibly bad) animations of the dog men. Or i >>> could try and find the youtube tutorial vids if you want to see them. >>> >>> >>> On Mon, May 18, 2009 at 3:33 PM, eric drewes <figarus@xxxxxxxxx> wrote: >>> >>>> i dont want to duplicate efforts... no reason for it. >>>> >>>> i'll tackle lanterns, lanterns with poles for the walls, barrels, crates >>>> (ew!) >>>> >>>> will have them done tonight at the expense of finishing kobold animation >>>> (whcih i am frustrated w/ :-P) >>>> >>>> >>>> On Mon, May 18, 2009 at 6:26 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>> >>>>> fair enough if you dont mind the duplicated efforts :P >>>>> >>>>> >>>>> On Mon, May 18, 2009 at 3:22 PM, Matthew Freeland < >>>>> mattthefiend@xxxxxxxxx> wrote: >>>>> >>>>>> Multiple versions of the same thing isn't necessarily a bad thing. :P >>>>>> >>>>>> >>>>>> On Mon, May 18, 2009 at 3:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>> >>>>>>> you guys might wanna let eachother know what you are working on so >>>>>>> you don't waste effort and like, everyone comes back w/ a shovel or >>>>>>> something hehe >>>>>>> >>>>>>> >>>>>>> On Mon, May 18, 2009 at 3:20 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> Eric wanted to do the lighting pass so i leave that to him (: >>>>>>>> >>>>>>>> >>>>>>>> On Mon, May 18, 2009 at 3:14 PM, Matthew Freeland < >>>>>>>> mattthefiend@xxxxxxxxx> wrote: >>>>>>>> >>>>>>>>> Okay, so in order to make the mines a little prettier like Mr. Eric >>>>>>>>> has been saying, I came up with a small list of props to get together. >>>>>>>>> >>>>>>>>> Torch Bracket (w/ torch and without) >>>>>>>>> Shovel/Pick/Sifters and other mining equipment >>>>>>>>> Hooded lantern (To hang from the support columns) >>>>>>>>> Barrels >>>>>>>>> Crates >>>>>>>>> A stuffed Nick head on a taxidermy frame for threatening to eat my >>>>>>>>> wormly family (I'll handle that one) >>>>>>>>> Small rubble piles along the walls >>>>>>>>> >>>>>>>>> as well I am going to work on making the finished rail pieces, >>>>>>>>> corner pieces, connectors, and railstops. as well I am going to make >>>>>>>>> some >>>>>>>>> cave in blocks. >>>>>>>>> Little vertical columns with boards bracing loose rocks, it should >>>>>>>>> look cool. >>>>>>>>> >>>>>>>>> All stuff within the milestone list I believe, although I don't >>>>>>>>> know how to apply lighting so I'll make Alan do it. >>>>>>>>> >>>>>>>>> P.S. Nick must DIE. >>>>>>>>> >>>>>>>>> >>>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >